[[],[],[],[],[],[],[],[{"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":"
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). Treasure scent 2\/day<\/p> Sneak Attack 4D6<\/p><\/td><\/tr> All of the following are class features of the First Mate<\/p> Pirates are Proficient with all simple and martial weapons.<\/p> 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> 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> 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> 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> 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> 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> 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> Ath the 6th level, the Pirate's cunning has improved, and she gains +5 on both bluff and diplomacy checks.<\/p> 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> 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> 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> The Pirate gains the ability to sneak attack targets that connot otherwise be damages by the bonus damage from sneak attacks.<\/p> This ability works like Evasion axcept that the Pirate only takes half damage from a failed save.<\/p> 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> 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> 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> 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> 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> 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> 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> 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> 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> Type:<\/b> base To quilify for this class, a character must fulfill all the folowing criteria<\/p> Alignment:<\/b> Evil 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). 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> 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> Type:<\/b> base To quilify for this class, a character must fulfill all the folowing criteria<\/p> Alignment:<\/b> Any The Pokemon Trainer's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Speak Language (special), Survival (Wis). Skill Points per level: 4 + Int Modifier. <\/p> Skill Points per level:<\/b> 4 + Int<\/a> Modifier.<\/p> Obtaining New Pokemon: <\/strong>Every 4th level you may pick a new un-evolved pokemon to add to your team (max of 6 at a time.) At the 7th level and higher you may pick a pokemon with no evolved forms (Ex Snorlax,Tauros and Chancy.) At the 13th level you may pick a pokemon that comes from a fossil. At the 16th Level you may pick a trio pokemon (EX Zapdos, Moltres, and Articuno.) New pokemon added to you team come in at a random level (1D20 + Trainer level.)<\/p> Legendary Pokemon: <\/strong>At the 20th level you may choose a lagendary pokemon with DM deiscression.<\/p> leveling<\/strong>- Upon reaching a new Pokémon level the trainer may add + trainer int mod to any two stats (str, dex, con, int, wis, cha) of that Pokémon. That Pokémon’s stats may not exceed their starting stat times 2. When a Pokémon evolves, via levels or friendship, that Pokémon gets new stats according to above or keeps its current stats whichever is higher. (Ex. a Pokémon evolves, its normal str stat would be 16, because of levels in its earlier levels its current str stat is 19, the Pokémon gets to keep the 19) he can do this for each stat.<\/p> Friendship levels<\/strong>- Pokémon get more power based upon their friendship to the trainer. A Pokémon gains friendship levels at the rank of 1\/week with the trainer. The trainers 2 starter Pokémon start out with 5 friendship levels. Pokémon get a +1 boost to AC, HP, to hit rolls, and damage rolls, equal to their friendship levels, (Starters get this boost for levels above 5) with a maximum boost of +10.<\/p> Evolution- <\/strong>Pokemon evolve when they reach the appropiate evolution level, Pokémon that evolve via friendship evolve at friendship level 15. Combat-<\/strong> A trainer may return or send out a Pokémon as a free action. TM\/HM\/Egg\/Tutor Moves:<\/strong> Starting at level 2, and every 2nd level after that, a trainer may choose to teach one of his Pokémon a TM, HM, Egg, or Tutor move on its move list on Serebii, this includes any move that a Pokémon could learn with a heart scale. A Pokémon knowing 4 moves may forget one of its moves to learn a new one. A HM cannot be forgotten except for in a town\/city, for the cost of 400 gp, however HM moves allow the Pokémon\/trainer to act to the environment, (Ex. surf grants a water speed, fly grants a fly speed.)<\/p> Potions:<\/strong> At the 3rd level A trainer may use a potion on his Pokémon 2 times a day\/ level. This potion heals 1d6+trainers Int mod. At level 5 they gain super potions which heal 1d10 + Int mod. And can be used 2 times a day and an extra 2 times a day\/every 2 levels beyond 5. At level 10 they get a hyper potion which heals 2d12+ Int mod. And can be used 2 times a day and 2 times a day\/every 2 levels beyond 10. At level 20 they get max potions which heals a Pokémon to max HP, this may be used 2 times\/day. You cannot use a potion on a fainted Pokémon. A potion may be used on a non-Pokémon character for ½ it’s heal. A trainer must be adjacent to a character to heal.<\/p> Revive:<\/strong> At level 8 a trainer gains access to a revive. This revives bring a fainted Pokémon back to ½ its max health. This can be used 1 time\/ day and then 2 times\/ day for every 5 levels beyond 8. At level 15 they get a max revive which is usable 2\/day. It brings a fainted Pokémon back to full HP. These cannot be used on player’s characters; however they can be used on Pokémon not owned by the trainer.<\/p> Bonus Feat- <\/strong>Every other level a pokemon trainer may take a feat from the pokemon trainer bonus feat list.<\/p> Double battler:<\/strong> A Pokémon trainer with this feat can have 2 Pokémon out at the same time. Reference:<\/b><\/p>","reference":"Usergen","class_skills":"The Pokemon Trainer's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Speak Language (special), Survival (Wis). Skill Points per level: 4 + Int Modifier.","proficiencies":"Pokemon Trainers are proficient with all simple weapons, nets, bolas, Orcish Shotputs, Halfling Skiprocks, harpoons, shuriken, and whips. Pok\u00e9masters are proficient with light armor, but not with shields. Pok\u00e9mon Trainers are proficient with dealing nonlet"},{"id":7305,"name":"Chronobreaker","type":"prestige","hit_die":"1d10","alignment":"Any","full_text":" Type:<\/b> Base To quilify for this class, a character must fulfill all the folowing criteria<\/p> Alignment:<\/b> Chaotic Class Skills (8 + Int modifier per level, ×4 at 1st level)<\/p> Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (Timestream) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (N\/A), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex). <\/p> Spellcasting: <\/strong>A chronobreaker cast a small number of divine spells from the time domain. To prepare or cast a spell, a chronobreaker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chronobreaker's spell is 10 + the spell level + the chronobreaker's Wisdom modifier. Chronobreakers do not need to prepare there spells like a cleric but may only use 1 spell per level a day.<\/p> <\/p> Impending Future:<\/strong> Your constant awareness of the flow of time allows you to perceive things at a higher rate. Once per day starting at the first level a chronobreaker can add a +1 to one of the following AC, attack roll, damage roll, a skill, or a save. Once selected the bonus remains all day and cannot be changed. This ability increases the bonus given by +1 every third level up to a +7 at the 10th level this ability can be used 2-times a day, however the same bonus cannot be given to the same ability twice.<\/p> <\/p> Temporal Distilation: <\/b>Your enhanced link with the flow of time allows you to move more efficiently (so to not waste any time!) Starting at the second level once every 4 rounds you can make an extra move action. This bonus increases to allow for more to happen in the small window of a battle at the 6th level you can make an additional standard action (or move action) instead and increases further at the 11th level to allow for an additional full round action (or move\/attack) instead.<\/p> <\/p> Timeless Step: <\/strong>Your expertise of utilizing the time stream now allows you to alter your own time. Once per day starting at the 3rd level you may as a move action step out of the time stream, allowing you to disappear for 1 round (6seconds), 2 rounds at the 5th level, 3 rounds at the 7th level and 4 rounds at the 9th level. You cannot disappear for more rounds than your wisdom modifier. When you reappear you arrive in the same location and orientation as you were when you left, for you no time has passed. If the location you return to is occupied you instead appear at the closest available space.<\/p> <\/p> Test of Time: <\/strong>You can now slow your body's time flow to perceive damage at a different rate. Once per round you may select a source of damage anytime this round when you would take damage from that source you do not. You may continue holding off the damage from that attack for up to 1d4+1 rounds, at the end of those rounds you instantly take the damage you were holding with an additional 1d6 for each round you diddnt take the damage. Anytime you would take damage during this time you must make a concentration check (DC=the damage you took) or take the hold damage immediately. Test of time cannot be used again while there is damage you haven't taken.<\/p> <\/p> Temporal Strike: <\/strong>By learning to focus on the flow of time you can learn to alter someone else's timeline. Twice per day upon a successful melee attack you may choose as a swift action to send your attack target reeling through time. After using this ability the target gets a will saving throw to ignore all effects of this ability, on a failed save the target is thrown 1d4+1 rounds forward in time and reappears at the end of the last round in the same oreantation as they were when they left. Upon returning they take 1 point of damage for each round they were gone as well as the damage from the initial attack.<\/p> <\/p> Chrono Reversion: <\/strong>Once per day as an immediate action you can reverse time on yourself. You can use this ability to revert to the position you were in 2 rounds ago with the same health you had at that time and in the same state you were in at that time, items and equipment are not changed. When you appear a burst of time energy emits from your new location dealing 1d8+1 points of damage per chronobreaker level.<\/p> <\/p> Timeless Body:<\/strong> Once per day, at the 20th level as a standard action you can demonstrate complete mastery of the time stream by shifting your body's biological processes to a static time stream where time doesnt pass. While this ability is active, you ignore all harmful (and helpful) effects, begining when you use this ability and ending at the end of your next turn. While in this state you are invulnerable to all attack and effects (except damage to be taken by test of time).<\/p> <\/p> Spells Known<\/p><\/th><\/tr> Time domain spell list:<\/strong><\/p> 1st: <\/strong>True Strike<\/p> 2nd: <\/strong>Gentle Repose<\/p> 3rd: <\/strong>Haste<\/p> 4th: <\/strong>Freedom of Movement<\/p> 5th: <\/strong>Perminancy<\/p> 6th: <\/strong>Contigancy<\/p> 7th: <\/strong>Mass Haste<\/p> 8th:<\/strong> Foresight<\/p> 9th:<\/strong> Time Stop<\/p>
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> 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>Weapon and Armor Proficency<\/h4>
Sneak Attack<\/h4>
Ship Mate<\/h4>
Captains Orders<\/h4>
Uncanny Dodge<\/h4>
Evasion<\/h4>
Rig Monkey<\/h4>
Treasure Scent<\/h4>
Jackass<\/h4>
Slippery Mind<\/h4>
Battle Reflex<\/h4>
Improved Uncanny Dodge<\/h4>
Amazing Sneak Attack<\/h4>
Improved Evaison<\/h4>
Acrobatic Charge<\/h4>
Impromptu Sneak Attack<\/h4>
Crippling Strike<\/h4>
Hide in Plain Sight<\/h4>
Luck of the Wind<\/h4>
Captain's Call<\/h4>
Quick Hands<\/h4>
At the Helm<\/h4>
Gold Magnet<\/h4>
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>
Hit Die:<\/b> 1D10
<\/p>Requirements<\/h3>
<\/p>Class Skills<\/h3>
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>
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>
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)."},{"id":5898,"name":"Pokemon Trainer","type":"base","hit_die":"1d6","alignment":"Any","full_text":"Pokemon Trainer<\/h2>
Hit Die:<\/b> 1d6
<\/p>Requirements<\/h3>
<\/p>Class Skills<\/h3>
Proficiencies:<\/b> Pokemon Trainers are proficient with all simple weapons, nets, bolas, Orcish Shotputs, Halfling Skiprocks, harpoons, shuriken, and whips. Pokémasters are proficient with light armor, but not with shields. Pokémon Trainers are proficient with dealing nonlethal damage with any bludgeoning damage with which they are already proficient (thus, they do not suffer a −4 to-hit penalty when attempting to inflict nonlethal damage with any bludgeoning weapon they are proficient with).<\/p>Level<\/th> BAB<\/th> Fort<\/th> Ref<\/th> Will<\/th> Special<\/th><\/tr> 1st<\/td> +0<\/td> +0<\/td> +2<\/td> +0<\/td> Pokémon, Bonus Feat <\/td><\/tr> 2nd<\/td> +1<\/td> +0<\/td> +3<\/td> +0<\/td> New Move<\/td><\/tr> 3rd<\/td> +2<\/td> +1<\/td> +3<\/td> +1<\/td> Bonus Feat, Potions<\/td><\/tr> 4th<\/td> +3<\/td> +1<\/td> +4<\/td> +1<\/td> New Pokemon, New Move<\/td><\/tr> 5th<\/td> +3<\/td> +1<\/td> +4<\/td> +1<\/td> Bonus Feat<\/td><\/tr> 6th<\/td> +4<\/td> +2<\/td> +5<\/td> +2<\/td> New Move<\/td><\/tr> 7th<\/td> +5<\/td> +2<\/td> +5<\/td> +2<\/td> New Pokemon*, Bonus Feat<\/td><\/tr> 8th<\/td> +6\/+1<\/td> +2<\/td> +6<\/td> +2<\/td> New Move, Revive<\/td><\/tr> 9th<\/td> +6\/+1<\/td> +3<\/td> +6<\/td> +3<\/td> Bonus Feat<\/td><\/tr> 10th<\/td> +7\/+2<\/td> +3<\/td> +7<\/td> +3<\/td> New Pokemon*, New Move<\/td> <\/td> <\/td><\/tr> 11th<\/td> +8\/+3<\/td> +3<\/td> +7<\/td> +3<\/td> Bonus Feat<\/td><\/tr> 12th<\/td> +9\/+4<\/td> +4<\/td> +8<\/td> +4<\/td> New Move<\/td><\/tr> 13th<\/td> +9\/+4<\/td> +4<\/td> +8<\/td> +4<\/td> New Pokemon*,Bonus Feat<\/td><\/tr> 14th<\/td> +10\/+5<\/td> +4<\/td> +9<\/td> +4<\/td> New Move<\/td><\/tr> 15th<\/td> +11\/+6\/+1<\/td> +5<\/td> +9<\/td> +5<\/td> Bonus Feat<\/td><\/tr> 16th<\/td> +12\/+7\/+2<\/td> +5<\/td> +10<\/td> +5<\/td> New Pokemon*, New Move<\/td><\/tr> 17th<\/td> +12\/+7\/+2<\/td> +5<\/td> +10<\/td> +5<\/td> Bonus Feat<\/td><\/tr> 18th<\/td> +13\/+8\/+3<\/td> +6<\/td> +11<\/td> +6<\/td> New Move<\/td><\/tr> 19th<\/td> +14\/+9\/+4<\/td> +6<\/td> +11<\/td> +6<\/td> New Pokemon*<\/td><\/tr> 20th<\/td> +15\/+10\/+5<\/td> +6<\/td> +12<\/td> +6<\/td> New Pokemon(Legendary), New Move<\/td><\/tr><\/tbody><\/table>
Pokémon<\/strong>: A Pokémon trainer uses his Pokémon for combat. A trainer may choose 2 un-evolved Pokémon as his starters. These Pokémon are treated as level 5 on Serebii for moves known. Pokemon gain levels by sharing XP with its trainer. A Pokémon gains levels at the rate of 100 XP X level to level up (ex. A level 5 Pokémon needs 500 XP to level up.) Races have specialty types of Pokémon which gain levels at an advanced rate, human-normal, merfolk-water, kobold-fire, avian-flying, bugbear-bug, dwarf-ground, elf-grass, gnoll-ice, gnome-electric, goblin-fighting, halfling-poison, hobgoblin-rock, lizardfolk-dragon, orc-ghost, aasimar-psychic, tiefling-dark, warforged-steel, 25% reduction in XP needed. (Ex. A water type Pokémon owned by a merfolk only requires 375 to level up to level 6 instead of 500) Pokémon learn moves and evolve at certain moves according to the Serebii.net BW(or most recent) Pokédex. Pokémon only earn XP if they are out at some point in a fight. A trainer may only have one Pokémon out at a time, unless he has the Double or Triple Team feat.<\/p>
Pokemon Stats: <\/strong>All stats taken from the most recent Pokédex on Serebii.net. A Pokémon gets its stats like this:
HP- Max HP divided by 10, rounded, + Con bonus
Str- Max attack divided by 10, rounded, divided by 2
Con- Max defense divided by 10, rounded, divided by 2
Dex- Max speed divided by 10, rounded, divided by 2
Int-Max sp. attack divided by 10, rounded, divided by 2
Wis-Max sp. defense divided by 10, rounded, divided by 2
Cha-Max sp. attack rounded with sp. defense divided by 10, rounded, divided by 2
Speed-base speed divided by 2 rounded to nearest 5. In ft. (1 square = 5 ft.)
Saving throws-Max sp. defense (n.n.) divided by 100 rounded down, plus respective ability bonus
Initiative-Max speed (n.n.) \/ 100 rounded down plus dex bonus
Base attack bonus- + str mod if physical, +int mod if special
Attacks deal damage like this: base damage divided by 10 equals which die. (Ex. 80 damage attack divided by 10 = 8. Means 1d8+ (str mod if physical, int mod if special.) The abilities are determined by DM and Trainer. Usually Physical attacks have a range of adj. and special attacks have a varied range.
AC- 10 + Pokémon’s dex mod + size modifier + natural armor bonus (weight)
Abilities-If a Pokémon has multiple abilities, upon catching or choosing the trainer randomly determines which one his Pokémon has, usually by dice roll. The effect must be similar, decided upon by the DM and player.
Size- Fine- +8 AC\/attack bonus (6in 0r less), Diminutive-+4 AC\/attack bonus (6in-1ft), Tiny- +2 AC\/attack bonus (1ft-2ft), Small- +1 AC\/attack bonus (2ft-4ft), Medium- +0 AC\/attack bonus (4ft-8ft), Large- -1 AC\/attack bonus (8ft-16ft), Huge- -2 AC\/attack modifier (16ft-32ft), Gargantuan- -4 AC\/attack bonus (32ft-64ft), Colossal- -8 AC\/attack bonus (64ft or more) see page 314 in Monster manual D&D 3.5 for more information.
Weight (natural armor bonus)- 22lbs(10 kg) or less +0, 22.1-55lbs (10.1-25 kg) +1, 55.1-110lbs (25.1-50kg) +2, 110.1-220lbs (50.1-100kg) +3, 220.1-440lbs (100.1-200 kg) +4, 440.1lbs (200.1kg) and more +5.
Gender- Roll d% for gender using gender basis on Serebii for that Pokémon.
Shiny- Roll d%, on 100 Pokémon is shiny. Gives a +4 bonus to Pokémon’s cha.<\/p>
TM\/HM\/Egg\/Tutor Moves:<\/strong> Starting at level 2, and every 2nd level after that, a trainer may choose to teach one of his Pokémon a TM, HM, Egg, or Tutor move on its move list on Serebii, this includes any move that a Pokémon could learn with a heart scale. A Pokémon knowing 4 moves may forget one of its moves to learn a new one. A HM cannot be forgotten except for in a town\/city, for the cost of 400 gp, however HM moves allow the Pokémon\/trainer to act to the environment, (Ex. surf grants a water speed, fly grants a fly speed.)<\/p>
Pokémon that evolve with a stone evolve at level 30.
You may choose not to evolve a Pokémon when they reach that level.<\/p>
A Pokémon’s full attack is 2 attacks of the trainers choice.
If a Pokémon’s HP is reduced to 0 it has fainted and it is instantly returned to the trainer. The trainer may send out a non-fainted Pokémon that he has, to an adj. square. If a trainer runs out of Pokémon they must exit the dungeon immediately. A Pokémon may be healed by returning to town, or with a revive ability. A Pokémon that remains fainted loses friendship points by 1\/day Pokémon remains fainted. If a Pokémon remains fainted for a week or loses all of its friendship points, whichever is greater, it is considered dead and the trainer loses it permanently.<\/p>
Triple battler:<\/strong> Pre-requirements: Double battler. A trainer may have 3 Pokémon out at the same time.
Type specialist<\/strong>: A trainer may choose to take this feat multiple times, each time choosing a different type. Pokémon controlled of the chosen type get +1 to AC, HP, attack, and damage rolls.
Take that!! Triple Finish!!<\/strong>: Pre-requirements: Double battler, Triple battler, type specialist with all 3 Pokémon, level 10. A trainer may use all 3 of his Pokémon by surrounding a target. All 3 Pokémon deal max damage for one attack to the target and ignore all damage reduction. This can only be used 1 \/week. 3\/ week at level 15. And 1 day\/ at level 20.
Pokémon Breeder:<\/strong> Pokémon under this trainers control need 100 less XP to level up. This bonus stacks with the preferred type bonus.
Pokémon Coordinator:<\/strong> A Pokémon controlled by the trainer taking this feat may use its Dex mod instead of its str or int mod for it’s to hit roll.
Nurse Joy:<\/strong> Pre-requirements: level 7. You may use your potion spell on a fainted Pokémon to revive them. Not usable on characters.
Pokémon Professor<\/strong>:<\/strong> Pre-requirements: level 7. You may learn a targets exact remaining HP for a DC 15 check. Roll is Int based.
XP Share:<\/strong> When a trainer earns experience he may choose to split his Pokémon’s experience in half giving half to a Pokémon who was not in the battle. The larger half goes to the Pokémon that was out.
Home bred:<\/strong> Creation feat: you may only take this feat upon creating your character. One of your starter Pokémon may learn an egg move of your choice.<\/p>Chronobreaker<\/h2>
Hit Die:<\/b> 1d10
<\/p>Requirements<\/h3>
<\/p>Class Skills<\/h3>
Proficiencies:<\/b> A Chronobreaker is proficient with all simple and martial weapons and light armor and all shields (except tower.)<\/p>Level<\/th> Base
Attack Bonus<\/th>Fort
Save<\/th>Ref
Save<\/th>Will
Save<\/th>Special<\/th> <\/th><\/tr> 1st<\/td> +1<\/td> +2<\/td> +2<\/td> +0<\/td> Impending future +1<\/td> 1 <\/td><\/tr> 2nd<\/td> +2<\/td> +3<\/td> +3<\/td> +0<\/td> Temporal Distillation (move)<\/td> 1 <\/td><\/tr> 3rd<\/td> +3<\/td> +3<\/td> +3<\/td> +1<\/td> Timeless step +1<\/td> 2 <\/td><\/tr> 4th<\/td> +4<\/td> +4<\/td> +4<\/td> +1<\/td> Impending future +2, Test of time<\/td> 2 <\/td><\/tr> 5th<\/td> +5<\/td> +4<\/td> +4<\/td> +1<\/td> Timeless step +2<\/td> 3 <\/td><\/tr> 6th<\/td> +6\/+1<\/td> +5<\/td> +5<\/td> +2<\/td> Temporal Distillation (attack)<\/td> 3 <\/td><\/tr> 7th<\/td> +7\/+2<\/td> +5<\/td> +5<\/td> +2<\/td> Impending future +3, Timeless step +3<\/td> 4 <\/td><\/tr> 8th<\/td> +8\/+3<\/td> +6<\/td> +6<\/td> +2<\/td> <\/td> 4 <\/td><\/tr> 9th<\/td> +9\/+4<\/td> +6<\/td> +6<\/td> +3<\/td> Timeless step +4<\/td> 5 <\/td><\/tr> 10th<\/td> +10\/+5<\/td> +7<\/td> +7<\/td> +3<\/td> Impending future +4 2\/day,<\/td> 5 <\/td><\/tr> 11th<\/td> +11\/+6\/+1<\/td> +7<\/td> +7<\/td> +4<\/td> Temporal distillation (full)<\/td> 6 <\/td><\/tr> 12th<\/td> +12\/+7\/+2<\/td> +8<\/td> +8<\/td> +4<\/td> <\/td> 6 <\/td><\/tr> 13th<\/td> +13\/+8\/+3<\/td> +8<\/td> +8<\/td> +4<\/td> Impending future +5<\/td> 7<\/td><\/tr> 14th<\/td> +14\/+9\/+4<\/td> +9<\/td> +9<\/td> +4<\/td> <\/td> 7<\/td><\/tr> 15th<\/td> +15\/+10\/+5<\/td> +9<\/td> +9<\/td> +5<\/td> Temporal strike<\/td> 8<\/td><\/tr> 16th<\/td> +16\/+11\/+6\/+1<\/td> +10<\/td> +10<\/td> +5<\/td> Impending future +6<\/td> 8 <\/td><\/tr> 17th<\/td> +17\/+12\/+7\/+2<\/td> +10<\/td> +10<\/td> +5<\/td> <\/td> 9<\/td><\/tr> 18th<\/td> +18\/+13\/+8\/+3<\/td> +11<\/td> +11<\/td> +6<\/td> Chrono Reversion<\/td> 9 <\/td><\/tr> 19th<\/td> +19\/+14\/+9\/+4<\/td> +11<\/td> +11<\/td> +6<\/td> Impending future +7<\/td> 9<\/td><\/tr> 20th<\/td> +20\/+15\/+10\/+5<\/td> +12<\/td> +12<\/td> +6<\/td> Timeless body<\/td> 9 <\/td><\/tr><\/tbody><\/table>
Reference:<\/b><\/p><\/div>","reference":"Usergen","class_skills":"Class Skills (8 + Int modifier per level, \u00d74 at 1st level) Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (Timestream) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (N\/A), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex),","proficiencies":"A Chronobreaker is proficient with all simple and martial weapons and light armor and all shields (except tower.)"}],[],[]]