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FALLO 19 DE JULIO DE 2011 A LAS

12. ASPECTOS CONTRACTUALES BÁSICOS

12.5. ANTICIPO. NO APLICA-

Base Fort Ref Will

Level Attack Save Save Save Special

1 +1 +2 +2 +0 Favored Terrain, Preferred Weapons, Lightstep

2 +2 +3 +3 +0

3 +3 +3 +3 +1 Animal Companion

4 +4 +4 +4 +1 Bonus Feat

5 +5 +4 +4 +1 Favored Terrain 2, Fast Passage

6 +6/+1 +5 +5 +2 7 +7/+2 +5 +5 +2 8 +8/+3 +6 +6 +2 Bonus Feat 9 +9/+4 +6 +6 +3 10 +10/+5 +7 +7 +3 Favored Terrain 3 11 +11/+6/+1 +7 +7 +3 12 +12/+7/+2 +8 +8 +4 Bonus Feat 13 +13/+8/+3 +8 +8 +4 14 +14/+9/+4 +9 +9 +4 Bestial Companion 15 +15/+10/+5 +9 +9 +5 Favored Terrain 4 16 +16/+11/+6/+1 +10 +10 +5 Bonus Feat 17 +17/+12/+7/+2 +10 +10 +5 18 +18/+13/+8/+3 +11 +11 +6 Magical Companion 19 +19/+14/+9/+4 +11 +11 +6

Alignment: Any. Hit Die: d10.

Class Skills

The outdoorsman’s class skills (and key ability for each skill) are: Animal Empathy (Cha), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), and Wilderness Lore (Wis).

Skill Points at 1st Level: (4 + Int modifier) x

4.

Skill Points at Each Additional Level: 4 + Int

modifier.

Class Features

All of the following are class features of the outdoorsman.

Weapon and Armor Proficiency: The out-

doorsman is proficient with light and medium armor and with simple weapons. He is also pro- ficient with two preferred weapons, which may be simple, martial, or exotic weapons.

Favored Terrain: At first level, the outdoors-

man may select two regions in which he has exceptional experience. A region is comprised of a terrain type and a temperature type. There are seven primary terrain types and three tem- perature types. Each terrain type chosen repre- sents skill in two of the temperature types, selected by the player when the terrain is cho- sen. Alternatively, characters can choose to be proficient in one temperature type for two dif- ferent terrain types, rather than two tempera- ture types in one terrain.

Type Temperature Aquatic* Cold Desert Hot Forest Temperate Hill Marsh Mountain Plains Underground

* Aquatic may not be chosen unless the out- doorsman has some natural or magical means

to breathe water.

Example: Naret is an outdoorsman who grew up on the edge of the vast Riffling Woods. He chooses Forest as his terrain, and selects both Cold and Temperate terrain types. He does not gain his Favored Terrain abilities if he enters a tropical jungle (a hot forest) unless he later chooses that as an additional Favored Terrain. Alternatively, he could choose Cold Plains and Cold Forest for his terrain types. He could not choose Cold Plains and Hot Forest, because both the terrain type and temperature types are different. He could eventually gain both of these terrains, but they would have to be select- ed at different levels.

When an outdoorsman is in his favored terrain, he gains a +2 dodge bonus to AC whenever he is not denied his Dexterity modifier to AC. He furthermore gains a +2 bonus to any Hide, Intuit Direction, Knowledge (nature), Move Silently, Search, Spot, or Wilderness Lore checks. Base speed increases by 5 ft. when in a favored terrain. These bonuses do not apply if the character is in a building or other construct within his terrain. (e.g., if Naret enters a castle that is located in a deep forest, he does not gain his Favored Terrain bonuses while he is in or on the castle.)

Every five levels, an outdoorsman may add two new favored terrains and increase the bonus in all existing favored terrains by 1.

Preferred Weapons: Outdoorsmen have little

time to learn the ins and outs of every sort of weapon. They tend to pick a specific weapon early and stick to it. An outdoorsman must select one melee and one ranged weapon, which become his preferred weapons. Attack and weapon related feats that are chosen as bonus feats only apply when the character is using his preferred weapons. Any time the out- doorsman gains a new favored terrain, he may choose to substitute new weapons as his pre- ferred weapons. This choice replaces his previ- ously chosen weapons and is permanent until he next gains a favored terrain.

Bonus Feat: The outdoorsman may choose

any of the fighter’s bonus feats. However, any feats that apply to, or are used with, weapons (Power Attack, Cleave, etc.) only apply when the character is using a preferred weapon. If these feats are chosen when using non-bonus feats, they may apply to all weapons with which the character is proficient.

CHAPTER ONE: The Fighting Classes

CHAPTER ONE: The Fighting Classes

Animal Companion: The Outdoorsman has

befriended an animal, as if he had cast the ani-

mal friendship spell at a caster level equal to

half his class level. Should this companion die, he can gain a new companion after one month. The companion must be native to one of the outdoorsman’s favored terrains. The outdoors- man may never have more than one companion of any type.

Fast Passage: The outdoorsman may move at

his full speed through any of his favored ter- rains, despite impediments such as deep bogs or thick forest.

Lightstep: When moving through a favored

terrain, the outdoorsman is skilled at not leav- ing tracks; the DC to track him through these areas is increased by his class level.

Bestial Companion: The outdoorsman is capa-

ble of bonding with a beast, and may take any beast with an Intelligence of three or less as a companion. The outdoorsman may never have a bestial companion whose HD are greater than his own. The beast befriends the outdoorsman as does an animal that is the target of the animal

friendship spell. The outdoorsman may never

have more than one companion of any type.

Magical Companion: The outdoorsman is

capable of bonding with a magical beast, and may take any magical beast with an Intelligence of three or less as a companion. The outdoorsman may never have a magical companion whose hit dice are greater than his own. The magical beast befriends the outdoors- man as does an animal that is the target of the

animal friendship spell. The outdoorsman may

never have more than one companion of any type.

Shorter