[[],[],[],[],[],[],[],[{"id":5588,"name":"g","type":"base","hit_die":"g","alignment":"Any","full_text":"

g<\/p>","reference":"Usergen","class_skills":"g","proficiencies":"g"},{"id":5589,"name":"Pirate (First Mate)","type":"base","hit_die":"1d10","alignment":"Any","full_text":"

Pirate (First Mate)<\/h2>

Type:<\/b> base
Hit Die:<\/b> 1d10

<\/p>

Requirements<\/h3>

To quilify for this class, a character must fulfill all the folowing criteria<\/p>

Alignment:<\/b> Any

<\/p>

Class Skills<\/h3>

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex), Profesion (Sailing).


Proficiencies:<\/b> Pirates are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.<\/p>


Level<\/td>Base Attack Bonus<\/td>Fort<\/td>Ref<\/td>Will<\/td>Special<\/td><\/tr>
1<\/td>+1<\/td>+0<\/td>+2<\/td>+0<\/td>Sneak Attack 1D6<\/td><\/tr>
2<\/td>+2<\/td>+0<\/td>+3<\/td>+0<\/td>Ship Mate, Captains Orders<\/td><\/tr>
3<\/td>+3<\/td>+1<\/td>+3<\/td>+1<\/td>Uncanny Dodge, Sneak Attack 2D6<\/td><\/tr>
4<\/td>+4<\/td>+1<\/td>+4<\/td>+1<\/td>Evasion, Rig Monkey<\/td><\/tr>
5<\/td>+5<\/td>+2<\/td>+5<\/td>+2<\/td>Treasure Scent 1\/Day,Sneak Attack 3D6<\/td><\/tr>
6<\/td>+6\/+1<\/td>+2<\/td>+5<\/td>+2<\/td>Jackass<\/td><\/tr>
7<\/td>+7\/+2<\/td>+3<\/td>+6<\/td>+2<\/td>

Treasure scent 2\/day<\/p>

Sneak Attack 4D6<\/p><\/td><\/tr>

8<\/td>+8\/+3<\/td>+3<\/td>+6<\/td>+3<\/td>Slippery Mind, Battle Reflex<\/td><\/tr>
9<\/td>+9\/+4<\/td>+4<\/td>+7<\/td>+4<\/td>Improved Uncanny Dodge, Sneak Attack 5D6<\/td><\/tr>
10<\/td>+10\/+5<\/td>+4<\/td>+7<\/td>+4<\/td>Amazing Sneak Attack, Improved Evasion<\/td><\/tr>
11<\/td>+11\/+6\/+1<\/td>+4<\/td>+7<\/td>+4<\/td>Acrobatic Charge, Sneak Attack 6D6<\/td><\/tr>
12<\/td>+12\/+7\/+2<\/td>+5<\/td>+8<\/td>+4<\/td>Treasure Scent 3\/Day<\/td><\/tr>
13<\/td>+13\/+8\/+3<\/td>+5<\/td>+8<\/td>+5<\/td>Impromtu Sneak Attack, Sneak Attack 7D6<\/td><\/tr>
14<\/td>+14\/+9\/+4<\/td>+5<\/td>+9<\/td>+5<\/td>Crippling Strike<\/td><\/tr>
15<\/td>+15\/+10\/+5<\/td>+5<\/td>+9<\/td>+5<\/td>Hide In Plane Sight, Sneak Attack 8D6<\/td><\/tr>
16<\/td>+16\/+11\/+6\/+1<\/td>+5<\/td>+10<\/td>+5<\/td>Luck of the Wind<\/td><\/tr>
17<\/td>+17\/+12\/+7\/+2<\/td>+5<\/td>+10<\/td>+5<\/td>Captains Call, Sneak Attack 9D6<\/td><\/tr>
18<\/td>+18\/+13\/+8\/+3<\/td>+6<\/td>+11<\/td>+6<\/td>Quick Hands<\/td><\/tr>
19<\/td>+19\/+14\/+9\/+4<\/td>+7<\/td>+11<\/td>+6<\/td>Our Ship, Sneak Attack 10D6<\/td><\/tr>
20<\/td>+20\/+15\/+10\/+5<\/td>+7<\/td>+12<\/td>+7<\/td>Gold Magnet<\/td><\/tr><\/tbody><\/table>


Class Features<\/h2>

All of the following are class features of the First Mate<\/p>

Weapon and Armor Proficency<\/h4>

Pirates are Proficient with all simple and martial weapons.<\/p>

Sneak Attack<\/h4>

If a Pirate can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.<\/p>

The Pirate's attack deals extra damage any time her targetwould be denied a Dextarity bonus to AC. This extra damage is 1d6 at 1st level, and increases by 1d6 every two levels thereafter.<\/p>

A Pirate can sneak attack only living creatures with discernable anotomies--undead, constructs, oozes, plants, and incorprial creatures lack vital areas to attack.<\/p>

Ship Mate<\/h4>

A Pirate spends alot of time on the high seas and has become adept at predicting currents and weather patterns. any water vessal being piloted by the First mate gains 1 mobility catagory higher catagory higher increasing movement speed by 60.<\/p>

Captains Orders<\/h4>

At the second level, a Pirate can use her captains Profession (sailing) bonus (if any) to reflex saves and her own Profession (sailing) checks.<\/p>

Uncanny Dodge<\/h4>

Starting at the 3rd level, a Pirate can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.<\/p>

If a Pirate has uncanny dodge from a different class she automatically gains Improved Uncanny Dodge instead.<\/p>

Evasion<\/h4>

At the 4th level and higher, a Pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw an attack that normally deals half damage on a sucessful save, she instead takes no damage. Evasion can only be used if the Pirate is wearing light or no armor. A helpless Pirate does not gain the benefit of evasion.<\/p>

Rig Monkey<\/h4>

At the 4th level, the Pirate is so used to being up in the rigs that he does not lose his Dex bonus to AC while climbing or balancing, and can climb unimpeded while holding something in one hand.<\/p>

Treasure Scent<\/h4>

At the 5th level, the Pirate can use Treasure Scent (Spell Compendium page 223) as a spell like ability once per day with a caster level equal to her pirate level. She can use this ability an additional time per day as noted above.<\/p>

Jackass<\/h4>

Ath the 6th level, the Pirate's cunning has improved, and she gains +5 on both bluff and diplomacy checks.<\/p>

Slippery Mind<\/h4>

This ability represents the Pirate's ability to wiggle free from magical effects that would otherwise control or compel her. If a Pirate with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.<\/p>

Battle Reflex<\/h4>

A Pirate has become adept at avoiding harm. A pirate with battle reflex is allowed to use her reflex saving throw in place of a will or fort save. A Pirate can only gain this ability while wearing light to no armor. A helpless Pirate cannot use this ability.<\/p>

Improved Uncanny Dodge<\/h4>

A Pirate at the 9th level can no longer be flanked.<\/p>

This defence denies another Pirate to sneak attack the charachter by flanking her,unless the attacker has at least four more Pirate levels than the target.<\/p>

Amazing Sneak Attack<\/h4>

 The Pirate gains the ability to sneak attack targets that connot otherwise be damages by the bonus damage from sneak attacks.<\/p>

Improved Evaison<\/h4>

This ability works like Evasion axcept that the Pirate only takes half damage from a failed save.<\/p>

Acrobatic Charge<\/h4>

Your unexpected attacks have great effect.<\/p>

You may tumble a distance equal to your speed as part of a charge, avoiding attacks of opportunity as described in the tumble skill, and if you make a bull rush, trip, disarm or grapple attack as part of this charge, you gain an additional +2 circumstance bonus to your attack roll and to any other rolls necessary for the maneuver, such as the opposed ability check for the trip attack. You may not use Acrobatic Charge on consecutive rounds.<\/p>

Impromptu Sneak Attack<\/h4>

Once per day a Pirate can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the sneak attack is a ranged attack). The target of the impromptu sneak attack losses any Dextarity bonus to AC, but only for that attack.<\/p>

Crippling Strike<\/h4>

A Pirate with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strenght damage.<\/p>

Hide in Plain Sight<\/h4>

A Pirate can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Pirate can hide herself from view in the open without anything to actually hide behind. She cannot however hide in her own shadow.<\/p>

Luck of the Wind<\/h4>

Begining at the 16th level, you are able to cheat the fates on occasion. Once per day you can reroll failed attack roll, saving throw, skill check, or ability check. tou must reroll before the DM declares whether the roll results in sucess or falure, and you must take the result of the reroll, even if its worse than the roll. On reaching 16th level, you can reroll twice per day.<\/p>

Captain's Call<\/h4>

Once per day, the Pirate can call his captain to his location. The captain receives a telepathic message with a breif explination for the reason and can choose not to be transported. If the captain is not transported the ability is refunded.<\/p>

Quick Hands<\/h4>

At the 18th level, the Pirate has become adept at picking pokets. The pirate can make a free +10 pickpocket attempt to all targets in a 10 foot radius. Targets other than the one being pickpoketed do not have an oppurtunity to spot the act.<\/p>

At the Helm<\/h4>

When at the helm you grant an additional +2 Dodge bonus to the armor class of any vessal you steer. In addition, you can attempt saving throws using your save bonuses against spells or effects targeting your vessel. For example, if a dragon uses its breath weapon against a ship you are steering, you can make a reflex saving throw on behalf of the ship to half the damage. This ability benifits from evasion and improved evasion feats already aquired.<\/p>

Gold Magnet<\/h4>

At the 20th level, a Pirate is so attuned to the untold riches of being on the high seas that he gains double loot from all encounters.<\/p>


Reference:<\/b><\/p>","reference":"Usergen","class_skills":"Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex), Profesion (","proficiencies":"Pirates are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields."},{"id":5888,"name":"Demon Knight","type":"base","hit_die":"1D10","alignment":"Evil","full_text":"

Demon Knight<\/h2>

Type:<\/b> base
Hit Die:<\/b> 1D10

<\/p>

Requirements<\/h3>

To quilify for this class, a character must fulfill all the folowing criteria<\/p>

Alignment:<\/b> Evil

<\/p>

Class Skills<\/h3>

The Demon Knight's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Demonology, Ritual and Religion) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).


Proficiencies:<\/b> Weapon and Armor Proficiency:Demon Knights are proficient with all simple wepons and Martial Weapons. Demon Knights are proficient with Light, Medium, and Heavy Armor, Shields and Great Shields.<\/p>


Level<\/td>Base Attack<\/td>Fort<\/td>Ref<\/td>Will<\/td>Special<\/td><\/tr>
1<\/td>+1<\/td>+0<\/td>+0<\/td>+2<\/td> Soul Feast, Demon Hide<\/td><\/tr>
2<\/td>+2<\/td>+0<\/td>+0<\/td>+3<\/td> Sulfer Portal<\/td><\/tr>
3<\/td>+3<\/td>+1<\/td>+1<\/td>+3<\/td> Shield Block (Ex)<\/td><\/tr>
4<\/td>+4<\/td>+1<\/td>+1<\/td>+4<\/td> Mounted Combat<\/td><\/tr>
5<\/td>+5<\/td>+1<\/td>+1<\/td>+4<\/td> Demonic Shadow<\/td><\/tr>
6<\/td>+6\/1<\/td>+2<\/td>+2<\/td>+5<\/td> Death and Decay<\/td><\/tr>
7<\/td>+7\/2<\/td>+2<\/td>+2<\/td>+5<\/td> Armor Mastery (Ex)<\/td><\/tr>
8<\/td>+8\/3<\/td>+2<\/td>+2<\/td>+6<\/td> Bonus Feat<\/td><\/tr>
9<\/td>+9\/4<\/td>+3<\/td>+3<\/td>+6<\/td> Vigilant Defender (Ex)<\/td><\/tr>
10<\/td>+10\/5<\/td>+3<\/td>+3<\/td>+7<\/td> Bonus Feat<\/td><\/tr>
11<\/td>+11\/6\/1<\/td>+3<\/td>+3<\/td>+7<\/td> Soul Cage<\/td><\/tr>
12<\/td>+12\/7\/2<\/td>+4<\/td>+4<\/td>+8<\/td> <\/td><\/tr>
13<\/td>+13\/8\/3<\/td>+4<\/td>+4<\/td>+8<\/td> Demonic Minion<\/td><\/tr>
14<\/td>+14\/9\/4<\/td>+4<\/td>+4<\/td>+9<\/td> <\/td><\/tr>
15<\/td>+15\/10\/5<\/td>+5<\/td>+5<\/td>+9<\/td> <\/strong>Bonus Feat<\/td><\/tr>
16<\/td>+16\/11\/6\/1<\/td>+5<\/td>+5<\/td>+10<\/td> Impetuous Endurance (Ex)<\/td><\/tr>
17<\/td>+17\/12\/7\/2<\/td>+5<\/td>+5<\/td>+10<\/td> <\/td><\/tr>
18<\/td>+18\/13\/8\/3<\/td>+6<\/td>+6<\/td>+11<\/td> Demonic Resistance<\/td><\/tr>
19<\/td>+19\/14\/9\/4<\/td>+6<\/td>+6<\/td>+11<\/td> <\/td><\/tr>
20<\/td>+20\/15\/10\/5<\/td>+6<\/td>+6<\/td>+12<\/td> Soul Ravenge<\/td><\/tr><\/tbody><\/table>

 Soul Feast:<\/strong> At level 1 you can begin capture souls to feed your inner Demon. To do this the target must be dead and could not have been dead for any longer than 5 mins. Your ritual to perform takes 1 live innocet.(Your demon requires 1 ritual per week to use any of his abilities). If demon does not get his ritual you can give him a soul to feed on to pospone it for a day(max of 2 days). If the Demon Does not get his ritual on time and has not been fed a soul you will have to bargin with the demon to regain its favor or risk the demon turning on you and eatting your own soul.<\/p>


Demon Hide:<\/strong> As you become more powerful so does the strength of your pact. you gain +1 AC for evey other level in Demon Knight starting at level 1. (This is treated as Natural Aromor bonus)<\/p>


Sulfer Portal:<\/strong> Begining at the 2nd level you are able to create a portal that can take you anywhere you have already been. you must create said portal from 5mcg of sulfer and 1 pound of iron. When the portal is created, roll a percentage die for a 50% chance to summon a demon equal to your Demon Knight level that will attack you due to its wanting to be freed from its realm. Once defeated you may procede through the portal. This is a one way portal. Anything brought with you must be in contact with your person. (can be used daily per half your Demon Knight Level)<\/p>


Shield Block (Ex):<\/strong> Starting at 3rd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to defl ect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.<\/p>


This shield bonus increases to +2 at 11th level and +3 at 20th level.<\/p>


Mounted Combat:<\/strong> At 4th level, you gain Mounted Combat as a bonus feat.<\/p>


Demonic Shadow:<\/strong> Begining at the 5th level you are able to create a shadow of the demon you made a pact with for one attack. To use this ability your enemy must be distracted. After getting your enemy distracted you summon your demon by reciting \"Rak Snall\" and your demon will appear and do a sneak attack for 3d6 dmg (adds a d6 ever 3rd char level) this can only be used once per day for every 5th level in Demon Knight.<\/p>


Death and Decay:<\/strong> Begining at the 6th level the Demon Knight can cause an aura of death and decay around him in a 15m circle causing any creature within to take 1d6 points of dmg per round.(increaceing by a d6 every 3rd char level). This ability can only be used once per battle for 5 rounds.<\/p>


Armor Mastery (Ex):<\/strong> Starting at 7th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.<\/p>


Bonus Feat:<\/strong> At 8th level, you gain a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.<\/p>


Vigilant Defender (Ex):<\/strong> Starting at 9th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level<\/p>


Soul Cage:<\/strong> Begining at the 11th level you are able to create a small portal that only souls can go through. The relm it opens to is a small pocket where you can store up to 10 souls for a period of 5 days max.<\/p>


Demonic Minion:<\/strong> At the13th level the Demon grants you the ability to summon one of his minions from hell. The summoned minions must be summoned from the summores outsider summon table and be no more than half your Demon Knights level +2. There can only be one minion summoned at one time and the minion disappears when it drops to 0 hit points.<\/p>

The minion is obedient to you at all times. In combat it rolls its own initiative. It obeys any verbal commands that you issue it. If you don’t issue any commands to the minion, it defends itself from hostile creatures but otherwise takes no actions. If you use this feature again while another fiend is summoned, the first one unsummons itself.<\/p>


Impetuous Endurance (Ex): <\/strong>Starting at 16th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.<\/p>


Demonic Resistance:<\/strong> Once you reach 18th level you gain unnatural resilience to the effects of magic. You have advantage on saving throws against spells and other magical abilities. (Demon Knights level +5 does not stack with other sources of spell resistance).<\/p>


Soul Ravenge:<\/strong> At the 20th level you are able to summon all souls you have in the soul cage and they will obey you without question. the souls only last for 5 min and are expended afterwords, leaving your cage empty.<\/p>



Reference:<\/b><\/p>","reference":"Usergen","class_skills":"The Demon Knight's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Demonology, Ritual and Religion) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).","proficiencies":"Weapon and Armor Proficiency:Demon Knights are proficient with all simple wepons and Martial Weapons. Demon Knights are proficient with Light, Medium, and Heavy Armor, Shields. (Except Tower)."}],[],[]]