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Simulador Khepera versión 2.0

A.1. Acuerdo de Licencia

Racial Trait Guidelines in this chapter for more details). Corporeal paladins have corporeal mounts, which normally do not gain any racial dream traits. Finally, trueborn paladins have either awakened or progeny mounts depending upon which is present within a Dream Plane. If the trueborn paladin has a progeny mount they gain the progeny racial dream traits (see Progeny Template in this chapter and Appendix B for more details).

A paladin’s mount has its own pool of dream points based upon it Hit Dice and the paladin’s dreamer type.

Share Feats (Ex): At the paladin’s option, he may have any

feat he gains through the feats of zeal surreal class feature also affect his mount. The paladin’s mount must expend 5 dream points and be within 5 feet of him at the time of the paladin taking the feat of zeal to receive the benefit. The feat stops affecting the paladin’s mount if it moves farther than 5 feet away and will not affect the mount again, even if it returns to the paladin before the encounter expires.

Extend Shared Range (Su): A paladin’s mount can expend 5 dream points to extend the range for the share spells and share feats paladin’s mount abilities by 5 feet.

When a paladin reaches 16th level, his mount can expend 30 dream points to extend the range for the share spells and share feats animal companion abilities by 15 feet.

Blessed Mount: When a paladin reaches 8th level, his mount

can expend 15 dream points to treat its natural weapons as if they have been blessed (as per the bless weapon spell) for one encounter. This is a free action.

Surreal Evasion: When a paladin reaches 8th level, his mount

only has to expend 15 dream points to use the luck roll dream point ability when making a Reflex saving throw. This is a free action.

Uncanny Spell Resistance: When a paladin reaches 16th

level, his mount can expend 30 dream points to gain a +2 dream bonus to spell resistance for one encounter. This is a free action.

Ranger

Rangers are the ultimate survivors within the Dream Plane. They have mastery over the very terrain that they walk upon and their skills become more potent with the passage of time. Finally, when they reach the pinnacle of their power they can even share their knowledge and hatred of their enemies with the allies around them.

Feats of Survival (Ex): At 1st level, a ranger may expend 5

dream points to gain temporary access to one of the following feats for one encounter: Alertness, Animal Affinity, Athletic, Blind-Fight, Endurance (Diehard), Great Fortitude, Lightning Reflexes, Negotiator, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot), Run, Self-Sufficient, Skill Focus (any class skill), Stealthy, or Two Weapon Fighting (Two- Weapon Defense, Improved Two- Weapon Fighting, Greater Two-Weapon Fighting). A ranger must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A ranger can only have one extra feat accessed during each encounter. This is a free action.

Terrain Mastery (Ex): At 4th level, a ranger may expend 20

dream points to gain a +2 dream bonus to Hide, Move Silently, Spot, and Survival skill checks when using these skills while within a particular type of terrain (aquatic, desert, forest, hills, marsh, mountains, plains, or underground). The effects of this ability last for one hour. This is a free action.

At 12th level, a ranger may expend 60 dream points to gain a +10 feet dream bonus to movement and a +2 dream bonus to attack and damage rolls made within the chosen terrain type (desert, forest, hills, marsh, mountains, plains, or underground). The effects of this ability last for one encounter. This is a free action.

Spell Templates (Ex): At 4th level, a ranger gains access to

one of the spell templates found in Chapter 4. Every four levels thereafter the ranger gains access to one spell template. At 12th level and every fourth ranger level thereafter (16th and 20th), a ranger may learn a new spell template in place of one he already knows. In effect, the ranger “loses” the old spell template in exchange for a new one.

The spell templates gained via this ability can only be applied to paladin spells.

Dream Skill (Ex): At 8th level, a ranger selects three ranger

class skills, when using the improved class skill dream point ability in conjunction with these three class skills the ranger gains a +2 dream bonus per dream point expenditure.

At 16th level, a ranger chooses three more ranger class skills for dream skill augmentation.

Shared Hatred (Su): At 20th level, a ranger may expend 100

dream points to surround himself with an aura of anger for one encounter. Allies within 30 feet of the ranger gain a dream bonus to attack and damage rolls versus the ranger’s favorite enemies equal to what the ranger gains from his favored enemy ability. This is a free action.

Rogue

Rogues are jacks-of-all-trades within the Dream Plane. They have an unnatural knack for finding trouble and an equally unexplainable flair for getting out of it. Rogues gain many skills and special abilities as they improve their often-wayward talents and in the Dream Plane this is even more so.

Feats of Daring-Do (Ex): At 1st level, a rogue may expend

5 dream points to gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Athletic, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Critical, Improved Initiative, Investigator, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Skill Focus (any class skill), Stealthy, Weapon Finesse. A rogue must meet the prerequisites of the feat in order to access it. A rogue can only access one feat of daring- do per encounter.

At 12th level, a rogue may expend 15 dream points to access two feats of daring-do per encounter.

At 20th level, a rogue may expend 30 dream points to access three feats of daring-do per encounter.

Impromptu Sneak Attack (Ex): At 4th level,

a rogue may expend 5 dream points per +1d6 sneak attack damage a rogue normally deals, to declare one melee or ranged attack he makes to

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be a sneak attack (the target can be no more than 30-feet distant if the impromptu sneak attack is a ranged attack). The target of the impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. A rogue may choose to lower the sneak attack damage he normally does in order to lower the dream point cost to use this ability. This is a free action.

Dream Skill (Ex): At 8th level, a rogue selects four rogue

class skills, when using the improved class skill dream point ability in conjunction with these four class skills the rogue gains a +2 dream bonus per dream point expenditure.

At 16th level, a rogue chooses four more rogue class skills for dream skill augmentation.

Surreal Special Abilities (Ex): At 12th level, a rogue may

expend 10 dream points to gain an extra special ability for one encounter. A rogue can gain access to up to three special abilities per encounter. This is a free action.

Sorcerer

Sorcerers are the embodiment of magical aptitude within the Dream Plane. They gain access to feats of sorcery and insight into the casting of spells that truly make them a paragon of magical persona.

Feats of Sorcery (Ex): At 1st level, a sorcerer may expend 5

dream points to gain temporary access to one of the Metamagic feats he does not currently have. This ability can also be used to gain access to the Augment Summoning, Combat Casting, Improved Counterspell, Iron Will, Skill Focus (for any class skill), Spell Focus (Greater Spell Focus), or Spell Penetration (Greater Spell Penetration). A sorcerer must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A sorcerer can only access one extra feat per encounter. This is a free action.

Spell Templates (Ex): At 1st level, a sorcerer gains access to

two of the spell templates found in Chapter 4. Every four levels thereafter the sorcerer gains access to two spell templates. At 8th level and every fourth sorcerer level thereafter (12th, 16th, and 20th), a sorcerer may learn a new spell template in place of one he already knows. In effect, the sorcerer “loses” the old spell template in exchange for a new one.

The spell templates gained via this ability can only be applied to sorcerer spells.

Sorcerer’s Sacrifice (Su): At 4th level, a sorcerer may

sacrifice spells to gain temporary dream points to power his surreal sorcerer class features, activate the dream benefits of any feats that appear on the above feats of sorcery list, or use spell templates. Each spell sacrificed the sorcerer gains a number of temporary dream points equal to ten times the level of the spell sacrificed (5 dream points for 0-level spells). These temporary dream points last for the rest of that encounter. This is a free action.

Dream Skill (Ex): At 8th level, a sorcerer selects one sorcerer

class skill, when using the improved class skill dream point ability in conjunction with this class skill the sorcerer gains a +2

dream bonus per dream point expenditure. At 16th level, a sorcerer chooses one more sorcerer class skill for dream skill augmentation.

Spontaneous Insight (Su): At 8th level,

a sorcerer can expend 5 + 5 dream points per

spell level to cast a spell on the sorcerer spell list that they do not know. This is part of the action of casting a spell.

Paragon of Magical Persona (Su): At 16th level, a sorcerer may expend 80 dream points to gain a +6 dream bonus to Charisma and a spell resistance equal to 10 + half the sorcerer’s level + the sorcerer’s Charisma modifier (a sorcerer who already has spell resistance may increases his spell resistance by 5 if that would grant him a higher spell resistance) for one encounter. This is a free action.

Familiars

Familiars have a wide range of abilities that they gain while within the Dream Plane. Use the base statistics for the familiar of the sorcerer or wizard’s level, but make the following changes. Racial Dream Traits: Spellcaster familiars would gain racial dream traits depending upon the spellcaster’s dreamer trait. Slumbering spellcasters have slumbering familiars, which normally do not gain any racial dream traits, while awakened spellcasters have awakened familiars with awakened racial traits (see Awakened Racial Trait Guidelines in this chapter for more details). Corporeal spellcasters have corporeal familiars, which normally do not gain any racial dream traits. Finally, trueborn spellcasters have either awakened or progeny familiars depending upon which is present within a Dream Plane. If the trueborn spellcaster has a progeny familiar they gain the progeny racial dream traits (see Progeny Template in this chapter and Appendix B for more details).

A spellcaster’s familiar has its own pool of dream points based upon it Hit Dice and the spellcaster’s dreamer type.

Fantastic Senses: A spellcaster’s familiar can expend 15

dream points to use the luck roll dream point ability when making Listen or Spot checks. This is a free action.

Extend Shared Spell Range (Su): A spellcaster’s familiar can expend 5 dream points to extend the range for the share spells familiar ability by 5 feet.

When a spellcaster reaches 8th level, his familiar can expend 20 dream points to extend the range for the share spells ability by 15 feet.

When a spellcaster reaches 16th level, his familiar can expend 50 dream points to extend the range for the share spells ability by 25 feet.

Surreal Evasion: When a spellcaster reaches 8th level, his

familiar only has to expend 15 dream points to use the luck roll dream point ability when making a Reflex saving throw. This is a free action.

Uncanny Spell Resistance: When a spellcaster reaches 16th

level, his familiar can expend 30 dream points to gain a +2 dream bonus to spell resistance for one encounter. This is a free action.

Wizard

Wizards are capable of many exploits within their magical fields of study while within the Dream Plane. They have an inherent mastery over magic and are the perfect exemplars of magical knowledge.

Feats of Wizardry (Ex): At 1st level, a wizard may expend 5

dream points to gain temporary access to one of the wizard bonus feats he does not currently have. This ability can also be used

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