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Mon Jun 16, 2014 3:30 pm by The Hive Mind

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» BATTLEBOUND PATH
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» MARTYR PATH
Sun May 18, 2014 2:21 pm by The Hive Mind

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WARGBLOODED PATH

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WARGBLOODED PATH

Post by The Hive Mind on Thu May 15, 2014 12:48 pm

Characters with the blood of animals can be found in all corners of Aryth. They at once have antisocial tendencies and a pack mentality, once they choose their companions, they defend them loyally and to the death. Wargs are ferocious in combat, favoring quick, brutal strikes over fancy maneuvers and strategic planning. They have a strong affinity with animals, and their animal companions grow stronger along with their masters.
A warg must choose a single type of animal of size Large or smaller as his bonded creature when this path is chosen. His warg abilities apply only to this type of animal. Most wargs choose an animal that can be selected as an animal companion at 2nd level; more powerful animals may be chosen, but the warg may not attract an animal companion of that type until he has gained the animal companion ability an appropriate number of times. Dire animals may not be chosen, as dire animals in MIDNIGHT are intelligent magical beasts. Halfling wargs can choose immature wogrens as their bonded creature, even though wogrens are magical beasts.

Level Ability
1 Wild empathy
2 Animal companion
3 Wild sense (sight or scent)
4 Charm animal 1/day
5 Wild shape (Medium, 1/day)
6 Animal companion
7 Speak with animals 1/day
8 Wild shape (Medium, 2/day)
9 Wild sense (sight or scent)
10 Animal companion
11 Wild shape (Large, 2/day)
12 Charm animal 1/day
13 Ferocity
14 Animal companion
15 Wild shape (Large, 3/day)
16 Wild sense (sight or scent)
17 Speak with animals 2/day
18 Animal companion
19 Wild shape (Huge, 3/day)
20 Wild sense (blindsense)

A warg must choose a single type of animal of size Large or smaller as his bonded creature when this path is chosen. His warg abilities apply only to this type of animal. Dire animals may not be chosen, as dire animals in Midnight are intelligent magical beasts. Halfling wargs can choose immature wogrens as their bonded creature, even though wogrens are magical beasts.

Wild Empathy: As the wildlander ability of the same name. If the warg already has this ability or gains it later, he gains a +2 bonus to all wild empathy checks.

Animal Companion: As the wildlander class ability. Each time the warg gains this ability, he either gains a new animal companion of his chosen type or his animal companion improves by one rank.

Wild Sense (Ex): Each time the warg gains this ability, he may choose either sight or scent. If he chooses sight, he gains low-light vision. if he already had low-light vision, he can now see three times as far as a human in poor lighting (or four times as far if he chooses it again, or fives times as far, and so on). If he chooses scent, he gains the scent ability. if he already has scent, the range at which he can detect opponents doubles. At 20th level, the warg's senses are so acute that he gains blindsense to a range of 30 ft.

Wildshape (Sp): As the druid class ability from the PHB, with a maximum size as listed. The warg may only wild shape into his bonded animal type (or its dire version) at the listed size or smaller. For instance, a warg that chose a wolf as his bonded animal could wild shape into a wolf at 5th level or a dire wolf at 11th level. On the other hand, a warg that chose the brown bear as his bonded animal type could not wild shape into that form until 11th level.

Ferocity (Ex): The warg is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
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WISER PATH

Post by The Hive Mind on Thu May 15, 2014 12:49 pm

Wiser heroes have more than a knack for learning and scholarly pursuits—they crave knowledge like it was food. The blood of wiser characters comes from supremely intel- ligent extraplanar creatures; these descendants are the only remaining trace of their kind. Wiser characters are curious and intelligent, intuitive and level-headed. They are natural travelers with an insatiable thirst for lore that makes them outlaws under the Shadow.


Level Ability

1 +1 Skill point
2 Bonus feat
3 +1 Skill point
4 Insight +2
5 +1 Int
6 +1 Skill point
7 Insight +4
8 Bonus feat
9 +1 Skill point
10 +2 Int
11 +1 Skill point
12 Insight +6
13 +1 Skill point
14 Bonus feat
15 +3 Int
16 +1 Skill point
17 Insight +8
18 +1 Skill point
19 Bonus feat
20 +4 Int

Bonus Skill Points (Ex): At 1st, 3rd, 6th, 9th, 11th, 13th, 16th, and 18th levels, a wiser character gains an extra skill point to spend. This bonus skill point is added to whatever skill points the character gets that level from her character class.

Bonus Feats (Ex): At 2nd, 8th, 14, and 19th levels, a wiser character gets the Skill Focus feat for free. This bonus can only be applied to Knowledge, Profession, or Craft skills.

Insight (Ex): Wiser characters are always listening, reading, and watching what they can, and remember almost everything they see. A wiser character may add her Insight bonus plus her Intelligence modifier to make insight checks like a bard makes bardic knowledge checks.
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