About Fish HadalRacial:
Darkvision: Dajobasu can see in the dark up to 60 feet. Sahuagin Blooded: These dajobasu appear more piscine than reptilian and are said to have the icy blood of sahuagin coursing through their veins. They have a strong affinity for ocean waters, are amphibious, and have a base swim speed of 20 feet. This racial trait replaces swamp dweller. Waterborne: Dajobasu receive a +4 racial bonus on Swim skill checks and may hold their breath for a number of rounds equal to three times their Constitution before they risk drowning. Smell Lies: Dajobasu receive a +4 racial bonus on Sense Motive skill checks made to avoid being bluffed. Natural Armor: Dajobasu have a +1 natural armor bonus. Languages: Dajobasu begin play speaking Tulita and Common. Dajobasu with high Intelligence scores can choose from the following: Aquan, Draconic, Giant, Karikanti, and Sahuagin.
Barbarian (Slaughterlord):
Rage is common amongst barbarians, but few have as much uncontrollable anger and hatred as the slaughterlord. These berserkers are completely overcome by their fury and so hell-bent on destruction that usually, when they enter a rage, the only way for it to end is after something has been killed. More so even than other barbarians, slaughterlords live for combat and carnage, and the only time they truly feel alive is when they are murdering someone else. Their uncontrollable bloodlust goes beyond a mere primal or animal rage, and becomes something darker, as these warriors truly live for nothing but the kill. Murderous Rage: A slaughterlord’s rage is even stronger than that of the average barbarian, and can be sated only by bloodshed. Instead of deriving strength from recklessness, she instead allows her animal instincts to take over, allowing her to be even more effective in combat, but potentially causing her to lose control of herself in a wild orgy of destruction and death. When using her rage class feature, the slaughterlord gains a +6 morale bonus to her Strength and Constitution scores, instead of the normal amount. Further, she does not suffer the normal -2 penalty to her AC. At the beginning of the slaughterlord’s turn, if she is raging, she must succeed on a Will save (DC 10 + 1/2
Bloodscent (Ex): At 2nd level, the slaughterlord gains the scent and bloodscent rage powers. Her bloodscent makes it more difficult for her to control her actions while raging, however, and as long as she is benefitting from her bloodscent rage power, she suffers a -3 penalty on Will saves made to control her actions while raging (when combined with the +1 bonus to saving throws provided by bloodscent, this results in a total penalty of -2).
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Eager Combatant (Ex): Beginning at 3rd level, the slaughterlord’s eagerness to engage in carnage grants her a +2 bonus on Initiative checks. At 6th level, and every three levels thereafter, this bonus increases by an additional +2 (to a maximum of +12 at 18th level).
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Rage Powers Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability). Bloodscent (Ex): While raging, the barbarian’s fighting spirit is bolstered if she can smell blood. If there are any open wounds within the range of her scent special ability, or any blood that was spilled within the last 24 hours, then she gains a +2 morale bonus to damage rolls. This bonus last for as long as the smell of blood remains, or for 1 minute, whichever comes first. If there are other overpowering scents in the area, a Perception check (typically DC 25, for situations such as rotting garbage or the stench special quality) may be required. Any bonuses applied to other uses of her scent special ability apply to this Perception check. At the GM’s discretion, the blood of certain creatures with very unusual anatomies (including most aberrations, and all plants and undead) do not grant these bonuses, even if they technically have blood. The barbarian must possess the scent special ability to select this rage feature, either from the scent rage power, or from another source.
Bard (Buccaneer/Arcane Healer):
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with l audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard'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 countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’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 Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Hilt Bash (Ex): A buccaneer develops the ability to fight with the hilts and flats of his weapons, aiming to leave his victims alive. He can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll.
Channel Energy (Su): At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Song of Surrender (Su): A buccaneer of 4th level or higher can use his performance to encourage an enemy to surrender. To be affected, an enemy must be within 30 feet and be able to see and hear the buccaneer’s performance. An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts for 1 round—essentially, the affected enemy takes no actions on its next turn other than to lie prone, although it is not considered flat-footed or helpless. A Will saving throw (DC 10 + 1/2 the buccaneer’s level + the buccaneer’s Charisma modifier) negates the effect. This ability affects only a single creature. Song of surrender is an enchantment(compulsion), mind-affecting, language-dependent ability and relies on audible components.
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Inspiring Healing (Sp): At 5th level, an arcane healer gains the ability to expend rounds of his bardic performance to provide extra healing to his allies. By expending 2 rounds of bardic performance, an arcane healer can cast cure light wounds as a spell-like ability.
Masterpieces Spells |