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Aparatos de consumo

In document DISEÑO DE UNA INSTALACIÓN (página 6-0)

1.3 Instalación eléctrica

1.3.1 Aparatos de consumo

Level

Base Attack Bonus

Base Dodge Bonus

Base Parry Bonus

Magic Attack Bonus

Fort Save

Ref Save

Will

Save Special

1 +0 +0 +0 +0 +0 +2 +2 Carried with the Wind

2 +1 +1 +0 +0 +0 +3 +3 Drum Bonus Feat

3 +2 +2 +1 +0 +1 +3 +3 Drum Mastery (not flat-footed)

4 +3 +3 +1 +1 +1 +4 +4 Counter Drumming

5 +3 +3 +1 +1 +1 +4 +4 Drum Mastery (movement)

6 +4 +4 +2 +1 +2 +5 +5 Drum Bonus Feat

7 +5 +5 +2 +1 +2 +5 +5 Drum Mastery (alert)

8 +6 +6 +3 +2 +2 +6 +6 Echoes in the Forests

9 +6 +6 +3 +2 +3 +6 +6 Drum Mastery (take 10)

10 +7 +7 +3 +2 +3 +7 +7 Drum Master, Drum Bonus Feat

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may use the counter drummer’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counter drumming is already under the effect of a drumming feat or sonic magical effect, it gains another saving throw against the effect each round it hears the counter drumming, but it must use the drummer’s Perform check result for the save. Counter drumming has no effect against effects that do not allow saves.

Echoes in the Forest (Su): The drummer’s drumming has taken on a deceptive quality that makes it more difficult for others to locate him using Listen checks. Others no longer gain a +20 to their Listen checks when trying to locate him. Furthermore, the drummer may attempt to Move Silently while drumming or performing a Drum feat.

Drum Master: The drummer’s drumming no longer provokes attacks of opportunity and he may move at full speed (or double move with a -10 penalty) while performing Drum feats.

Forest Runner

Forest runners make excellent messengers and scouts.

Unique among the Westermarck borderers, they are extremely fast, and able to move through the various woods and forests of the Pictish Wilderness and the Westermarck with relative ease, even outrunning pursuing Picts.

Hit Die: d8.

Requirements

To qualify to become a forest runner, a character must fulfil all the following criteria:

Base Attack Bonus: 5+.

Skills: Move Silently 8 ranks, Hide 8 ranks.

Feats: Fleet-Footed, Stealthy, Run.

Class Skills

The forest runner’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (any mundane) (Int), Craft (herbalism) (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography), Knowledge (local), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Speak Language (none), Spot (Wis), Swim (Str), Survival (Wis) and Tumble (Dex).

Skill Points at Each Level: 6 + Intelligence modifier.

Class Features

Woodland Stride (Ex): Starting at 1st level, a forest runner may move through any sort of mundane undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Fleet-Footed: At 2nd level and again at 7th level, the forest runner gains the Fleet-Footed feat (see Conan the Roleplaying Game). These bonus feats count toward the maximum limit of three times for the feat. If the character has already selected this feat three times they gain no additional benefit from this ability.

Eyes of the Cat (Ex): At 3rd level, the forest runner gains the Eyes of the Cat feat (see Conan the Roleplaying Game) even if he does not meet the prerequisites for it.

Swift Tracker: A Forest runner of at least 4th level may move at his normal speed without penalty while tracking. He may move at up to twice normal speed while following tracks and take only a -10 penalty,

Forest Runner

Level

Base Attack Bonus

Base Dodge Bonus

Base Parry Bonus

Magic Attack Bonus

Fort Save

Ref Save

Will

Save Special

1 +0 +0 +0 +0 +1 +1 +0 Woodland Stride

2 +1 +1 +0 +0 +2 +2 +0 Fleet-Footed

3 +2 +2 +1 +0 +2 +2 +1 Eyes of the Cat

4 +3 +3 +1 +1 +3 +3 +1 Swift Tracker (full speed)

5 +3 +3 +1 +1 +3 +3 +1 Mobility

6 +4 +4 +2 +1 +4 +4 +2 Camouflage

7 +5 +5 +2 +1 +4 +4 +2 Fleet-Footed, Melt Away

8 +6 +6 +3 +2 +5 +5 +2 Improved Mobility

9 +6 +6 +3 +2 +5 +5 +3 Hide in Plain Sight

10 +7 +7 +3 +2 +6 +6 +3 Swift Tracker (run)

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rather than the usual –20. This is an extraordinary ability.

From 10th level, the Forest runner may track while moving at up to his run speed without penalty.

Mobility: From 5th level onwards the forest runner gets a +4 dodge bonus to Defence Value against attacks of opportunity caused when he moves out of or within a threatened area. If the forest runner already has Mobility from some other source (such as from already being a 5th

level nomad) he instead gains Improved Mobility (see below). Note that Mobility does not apply if the forest runner is mounted. This is an extraordinary ability.

Camouflage (Ex): A forest runner of 6th level or higher can use the Hide skill in any sort of

natural terrain, even if the terrain does not normally grant cover or concealment.

Melt Away (Ex): At 7th level, the forest runner may take 10 on his Hide and Move Silently checks even if circumstances would otherwise prevent it.

Improved Mobility (Ex): From 8th level onwards the forest runner never provokes attacks of opportunity, whatever he does, so long as he moves at least 10 feet during that combat round. If the forest runner somehow already has Improved Mobility (such as for already having had Mobility from another source before reaching 5th level, and so gaining Improved Mobility at 5th level instead of Mobility) he instead gains Greater Mobility (see Conan the Roleplaying Game). Note that Improved Mobility does not apply if the forest runner is mounted.

Hide in Plain Sight (Ex): A forest runner of 9th level or higher can use the Hide skill in any sort of natural terrain, even while being observed.

Hunt Master

Hunting is an important part of a Pict’s life, and an important part of his tribe’s existence. A Pictish tribe will hunt and kill hundreds and possibly thousands of animals during a particular hunting season. The hunt master is a Pict who has earned a hunting chieftainship and has practised his abilities to hunt prey to an almost supernatural level. Hunt masters are highly respected and the position is greatly coveted among the Picts. Taking levels in this class confers on a Pict an additional +1 to Reputation, on top of the bonus applied for advancing through levels in the first place.

Hit Die: d8.

They had scanned the glade carefully before showing themselves in the open, for they moved out of the bushes without hesitation, in close single file, treading as softly as leopards, and bending down to stare at the path. They were following the trail of the Cimmerian, but it was no easy task even for these human bloodhounds.

Robert E. Howard, The Black Stranger

Hunt Master

Level

Base Attack Bonus

Base Dodge Bonus

Base Parry Bonus

Magic Attack Bonus

Fort Save

Ref Save

Will

Save Special

1 +1 +0 +0 +0 +2 +2 +0 Wild Empathy, Poison Use

2 +2 +1 +0 +0 +3 +3 +0 Woodland Stride

3 +3 +2 +1 +0 +3 +3 +1 Swift Tracker (full speed)

4 +4 +3 +1 +1 +4 +4 +1

5 +5 +3 +1 +1 +4 +4 +1 Camouflage

6 +6 +4 +2 +1 +5 +5 +2 Improved Precise Shot

7 +7 +5 +2 +1 +5 +5 +2 Passing of the Panther

8 +8 +6 +3 +2 +6 +6 +2 Out of Thin Air

9 +9 +6 +3 +2 +6 +6 +3 Hide In Plain Sight

10 +10 +7 +3 +2 +7 +7 +3 Swift Tracker (run)

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Requirements

To qualify to become a hunt master, a character must fulfil all the following criteria:

Race: Pict.

Base Attack Bonus: 6+.

Skills: Spot 8 ranks, Knowledge (Nature) 4 ranks.

Feats: Stealthy, Track, Point Blank Shot, Endurance.

Class Skills

The Hunt Master’s class skills (and the key ability for each skill) are Climb (Str), Craft (any mundane) (Int), Craft (body paint) (Int), Craft (herbalism) (Int), Craft (talking drum) (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Swim (Str), Survival (Wis) and Use Rope (Dex).

Skill Points at Each Level: 6 + Intelligence modifier.

Class Features

Wild Empathy (Ex): A hunt master can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The hunt master rolls 1d20 and adds his hunt master level and

his Charisma bonus to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use Wild Empathy, the hunt master and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes one minute, but as with influencing people, it might take more or less time.

The hunt master can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Poison Use: At 1st level, the hunt master gains the Poison Use feat (see Conan the Roleplaying Game) even if he does not meet the prerequisites for it.

Woodland Stride (Ex): Starting at 2nd level, a hunt master may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker: A hunt master of at least 2nd level may move at his normal speed without penalty while tracking.

He may move at up to twice normal speed while following tracks and take only a 10 penalty, rather than the usual -20. This is an extraordinary ability. From 10th level, the hunt master may track while moving at up to his run speed without penalty.

Camouflage (Ex): When wearing a Hunting Face (see Craft (body paint)), a hunt master of 5th level or higher

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can use the Hide skill in any sort of natural terrain, even if the terrain does not normally grant cover or concealment.

Improved Precise Shot: At 6th level, the hunt master gains the Improved Precise Shot feat even if he does not meet the prerequisites for it (see Conan the Roleplaying Game).

Passing of the Panther (Ex): The hunt master may move up to his full speed without taking penalties to his Hide and Move Silently checks.

Out of Thin Air: At 8th level, the hunt master gains the Out of Thin Air feat even if he does not meet the prerequisites for it.

Hide in Plain Sight (Ex): When wearing at least a masterwork Hunting Face (DC 20) (see Craft (Body Paint)), a hunt master of 9th level or higher can use the Hide skill in any sort of natural terrain, even while being observed.

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In document DISEÑO DE UNA INSTALACIÓN (página 6-0)