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(Proposal) The Green Eyed Lady
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<blockquote data-quote="Kahuna Burger" data-source="post: 1603846" data-attributes="member: 8439"><p>the beginning of the PrC. Having trouble deciding on prereqs, because I want it to be pretty open. this is far from done, still playing with soem abilities, but I figured I'd get what I had out and solicit advice.</p><p></p><p>Pawn of the Lady</p><p>Hit Die: d6.</p><p>Requirements</p><p>To qualify to become a pawn of the Lady, a character must fulfill all the following criteria.</p><p>Alignment: Chaotic good or chaotic neutral</p><p>Saves: Reflex +3</p><p>Feats: Dodge</p><p>Special: A potenial pawn of the lady must have trusted his life to blind chance in an attempt to aid another.</p><p></p><p>Class Skills</p><p>The pawn’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). </p><p> Skill Points at Each Level: 4 + Int modifier.</p><p>[code]Table: The Pawn of the Lady</p><p> —— Spells per Day ——</p><p>Level BAB Fort Ref Will Special 1st 2nd 3rd 4th</p><p>1st +0 +0 +2 +0 Evasion, 1st domain 0 — — —</p><p>2nd +1 +0 +3 +0 beginner's luck 1 — — —</p><p>3rd +2 +1 +3 +1 2nd domain 2 0 — —</p><p>4th +3 +1 +4 +1 uncanny dodge 3 1 — —</p><p>5th +3 +1 +4 +1 Blind luck 3 2 0 —</p><p>6th +4 +2 +5 +2 3rd domain 3 3 1 —</p><p>7th +5 +2 +5 +2 Improved uncanny dodge 3 3 2 0</p><p>8th +6 +2 +6 +2 Mistaken identity 3 3 3 1</p><p>9th +6 +3 +6 +3 4th domain, lucky roll 3 3 3 2</p><p>10th +7 +3 +7 +3 Impulsive action 3 3 3 3</p><p></p><p>[/code]</p><p>Spells - the Pawn of the Lady can spontaneously cast a small number of divine spells from the Domains of the Lady. He chooses his first domain at level one and an additional domain at third, sixth and ninth levels. He has access only the spells of these domains and gains the domain power allong with each one. Spells are based on Charisma.</p><p></p><p>Beginner's luck - gives a +10 bonus to a single check with a skill which the Pawn has no ranks in once per day per two Pawn levels. (usable on skills which usually cannot be used untrained)</p><p></p><p>Blind Luck - I'm thinking something along the lines of the pawn makes a signle attack as a full round action literally with his eyes closed. If the attack hits, he scores an automatic critical with max damage. </p><p></p><p>Mistaken Identity - once per day (on the first encounter of its type of the day) an NPC who would normally behave as hostile or unfriendly to the Pawn is instead indifferent or friendly based on a mistaken impression of who he is or why he is there.</p><p></p><p>Lucky roll - same as defensive roll rogue special ability. </p><p></p><p>Impulsive Action - once per day per point of cha bonus, the Pawn can take an action outside of his initiative order in combat. The move or standard action is resolved as though it was readied in response to the declared action of another combatant. The Pawn is flatfooted until the end of the following round, when he takes the last initiative order. (uncanny dodge does not remove this flatfooted status and the pawn is susceptible to sneak attacks durring this period.) The impulsive action can be taken after the pawn has already gone in the round, but he provokes an attack of opertunity and forfiets his action on the following round.</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1603846, member: 8439"] the beginning of the PrC. Having trouble deciding on prereqs, because I want it to be pretty open. this is far from done, still playing with soem abilities, but I figured I'd get what I had out and solicit advice. Pawn of the Lady Hit Die: d6. Requirements To qualify to become a pawn of the Lady, a character must fulfill all the following criteria. Alignment: Chaotic good or chaotic neutral Saves: Reflex +3 Feats: Dodge Special: A potenial pawn of the lady must have trusted his life to blind chance in an attempt to aid another. Class Skills The pawn’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. [code]Table: The Pawn of the Lady —— Spells per Day —— Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 1st +0 +0 +2 +0 Evasion, 1st domain 0 — — — 2nd +1 +0 +3 +0 beginner's luck 1 — — — 3rd +2 +1 +3 +1 2nd domain 2 0 — — 4th +3 +1 +4 +1 uncanny dodge 3 1 — — 5th +3 +1 +4 +1 Blind luck 3 2 0 — 6th +4 +2 +5 +2 3rd domain 3 3 1 — 7th +5 +2 +5 +2 Improved uncanny dodge 3 3 2 0 8th +6 +2 +6 +2 Mistaken identity 3 3 3 1 9th +6 +3 +6 +3 4th domain, lucky roll 3 3 3 2 10th +7 +3 +7 +3 Impulsive action 3 3 3 3 [/code] Spells - the Pawn of the Lady can spontaneously cast a small number of divine spells from the Domains of the Lady. He chooses his first domain at level one and an additional domain at third, sixth and ninth levels. He has access only the spells of these domains and gains the domain power allong with each one. Spells are based on Charisma. Beginner's luck - gives a +10 bonus to a single check with a skill which the Pawn has no ranks in once per day per two Pawn levels. (usable on skills which usually cannot be used untrained) Blind Luck - I'm thinking something along the lines of the pawn makes a signle attack as a full round action literally with his eyes closed. If the attack hits, he scores an automatic critical with max damage. Mistaken Identity - once per day (on the first encounter of its type of the day) an NPC who would normally behave as hostile or unfriendly to the Pawn is instead indifferent or friendly based on a mistaken impression of who he is or why he is there. Lucky roll - same as defensive roll rogue special ability. Impulsive Action - once per day per point of cha bonus, the Pawn can take an action outside of his initiative order in combat. The move or standard action is resolved as though it was readied in response to the declared action of another combatant. The Pawn is flatfooted until the end of the following round, when he takes the last initiative order. (uncanny dodge does not remove this flatfooted status and the pawn is susceptible to sneak attacks durring this period.) The impulsive action can be taken after the pawn has already gone in the round, but he provokes an attack of opertunity and forfiets his action on the following round. Kahuna Burger [/QUOTE]
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