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SAHI......

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SAHI......

Post by The Hive Mind on Thu May 15, 2014 1:53 pm

The Sahi is a priest of the Sorshef who studies the parables of the Sorshef Sahi and continues to guide the Sarcosan people even in this dark age of occupation. Unlike priests of other religions, the silence of the gods has had little effect on the Sahi, as their gods rarely spoke to them directly even before the Sundering.

Instead of asking for miracles and praying for guidance, the Sahi spend long hours studying and interpreting the motions of the stars, believing that the gods have already offered their guidance and that it is the duty of the mortals to interpret it. The Sahi are also chroniclers of lore and history, and they use their collection of stories and parables to teach others what the Sorshef expects of them. While most Sarcosans work to impress their watching gods, only the Sahi truly knows the stories and stars that detail the Sorshef.

Hit Die: d6.



Requirements

Race: Sarcosan.
Skills: Knowledge (nature) 8 ranks, Perform (storytelling) 5 ranks, Survival 5 ranks.
Feats: Magecraft (spiritual), any one metamagic or spellcasting feat.
Special: Must be able to speak Colonial and Courtier fluently.

Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special
1st -------------------+0 ------------+2 ---------+0 ------+2 ------Improved spellcasting, literacy, parables of the Sorshef
2nd -------------------+1 ------------+3 ---------+0 ------+3 ------Visions of the night, omen of Sorshef
3rd -------------------+1 ------------+3 ---------+1 ------+3 -------Alchemy, forgotten knowledge, tales of Sorshef
4th -------------------+2 ------------+4 ---------+1 ------+4 ------Bonus feat, strength of my ancestors
5th -------------------+2 ------------+4 ---------+1 ------+4 ------Alchemy, tales of Sorshef
6th -------------------+3 ------------+5 ---------+2 ------+5 ------It is written in the stars
7th -------------------+3 ------------+5 ---------+2 ------+5 ------Alchemy, tales of Sorshef
8th -------------------+4 ------------+6 ---------+2 ------+6 ------Bonus feat, improved vision of the night
9th -------------------+4 ------------+6 ---------+3 ------+6 ------Pride of sorshef, tales of the Sorshef
10th ------------------+5 ------------+7 ---------+3 ------+7 ------Bonus feat, master of fate, master of tales

Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), and Survival (Wis).
Skill Points at Each Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: Sahi gain no additional proficiencies with either weapons or armor.

Improved Spellcasting: Sahi levels grant similiar benefits as channeler levels with regards to the art of magic, bonus spells, and bonus spell energy. This means that Sahi levels stack with channeler levels for the purpose of determining the highest-level spells the character can cast. A character with more Sahi and channeler levels than levels in other classes adds +1 to his character level to determine the highest-level spells he can cast.

Additionally, each time the character receives a new Sahi level, he gains one new spell of any level and school he can cast (according to his new level). A Sahi can learn additional spells according to the normal rules for learning spells. Finally, the character's maximum spell energy increases by one point for every level of Sahi he gains.

Literacy: At 1st level, the Sahi gains literacy in both Colonial and Courtier.

Parables of the Sorshef: A Sahi may make a special knowledge check with a bonus equal to his Sahi level + his Wisdom ability modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. The Sahi gains a +2 circumstance bonus to the check if it directly relates to the Sorshef or the history of the Sarcosans. A Sahi may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM should determine the DC of the check using Table 3-2: Lorebook Checks from page 78 of Midnight 2nd Edition.

Omen of the Sorshef: At 2nd level, the Sahi gains the ability to better understand the stars. Once per night, the Sahi can attempt to divine an answer to a question by using the path of the Sorshef across the night sky. The chance of a meaningful and accurate answer is 70% + 1% per class level. This is otherwise identical to the spell augury except that it takes one hour to complete and requires a star chart; without a star chart, the chance of a meanigful and accurate response is halved. If the Sahi already possesses this ability from the Sahi acolyte background class, he adds 5% to his chance of success.

Vision of the Night (Ex): Upon achieving 2nd level, the Sahi has sat looking up at the night sky so much that his vision has adapted to a nighttime existence, and he gains low-light vision.

Alchemy: At 3rd level the Sahi has uncovered some of the secrets of the past and has learned recipes for certain alchemical tools used long ago. Each alchemical item requires 3 hours to construct once the appropriate ingredients are acquired. At 3rd level the Sahi may create plain dust, at 5th level the Sahi gains the knowledge to craft horse palm, and at 7th level he knows how to make starfire.

Forgotten Knowledge: By 3rd level, the Sahi has uncovered much lost lore and receives a +2 competence bonus to Decipher Script and Knowledge skill checks.

Tales of the Sorshef (Su): At 3rd level, the Sahi can draw upon the stories of the Sorshef Sahi and tell a tale to bolster his listeners. Activating this ability is a standard action, and effects a number of allies equal to the Sahi's class level within 60 ft. at the time of activation. All allies must be able to hear the Sahi, and it continues to affect them for as long as the Sahi uses a move action to maintain the effect and for one round per level of the Sahi thereafter. The Sahi may not cast spells with verbal components while maintaining a tale. The Sahi may tell tales for a total number of rounds equal to his ranks in Perform (storytelling). This is a sonic, language-dependent ability.

A Sahi may only tell one tale at a time, and he is affected by his own tales. Switching from one type of a tale to another requires a standard action, and counts against the duration of rounds of tales/day.

Tales of the Heart: At 3rd level, the Sahi learns the tales of the heart. Any allies benefitting from this effect gain a bonus to saves against fear and compulsion spells or effects equal to one-half the Sahi's levels (round down). Allies already under the effects of such spells or effects when this ability is activated gain a new saving throw against each effect with the aforementioned bonus.

Tale of Determination: At 5th level, a Sahi learns the tales of determination. Any allies benfitting from this effect gain a +1 morale bonus on attack rolls and saving throws and 1d8 temporary hit points. The morale bonus and temporary hit points are doubled for Sacrosan allies.

Tale of Freedom: At 7th level, a Sahi learns the tales of freedom. Any allies benefitting from this effect become immune to paralysis, stunning, nausea, and pertification.

Tale of Agony: At 9th level, a Sahi learns the tales of agony, an agony that the Sarcosans can share with their foes. Any enemy that strikes an ally benefitting from this effect is affected as per a symbol of pain with a DC equal to 15 + the Sahi's spellcasting modifier. The DC is increased by +2 if the ally benefitting is a Sarcosan.

Bonus Feat: At 4th, 8th, and 10th level, the Sahi gains a bonus feat. The feat chosen must be either an item creation feat or a spellcasting feat.

Strength of the Ancestors(Su): At 4th level the Sahi gains the faith that his ancestors and the Sorshef are watching his deeds and that he must impress them. Once per day by calling upon his faith, the Sahi can add a +2 sacred bonus to any ability check, attack roll, saving throw, or skill check as an immediate action (this is identical to a free action, but need not be performed on the Sahi's turn) that does not provoke an attack of opportunity. If the Sahi has this ability from the Sahi acolyte background class, he gains a second use each day.

It Is Written in the Stars (Su): At 6th level the Sahi has gained further understanding of the path of Sorshef rides across the sky and the fate that has already been written. Once per day as an immediate action, the Sahi can force any other creature--friend or enemy--to reroll a roll that it has just made. The Sahi must have line of sight to the creature to be affected and must abide by the result of the reroll, whether it is higher or lower than the original roll. The Sahi may not use this ability upon himself.

Improved Vision of the Night (Ex): At 8th level, the Sahi has fully adapted to a nighttime existence and gains darkvision to 60 ft.

Pride of the Sorshef (Su): By the time he reaches 9th level, the Sahi believes that the Sorshef have taken pride in his accomplishments. He gains immunity to all diseases and poisons, even those of supernatural or magical origin.

Master of Fate (Su): At 10th level the Sahi's knowledge of his own destiny is so great that he gains some measure over his fate. Any attack that would kill the Sahi outright instead places him at -9 hp, giving allies one round to come to his aid. Master of fate does not prevent the Sahi from bleeding to death.

Master of Tales (Su): At 10th level, the Sahi may use two tales of the Sorshef ability at the same time. However, it still requires a standard action to activate each tale.

Alchemical Items

Horse Balm: This smelly unguent is used to heal the wounds of the valuable horses the Sarcosans depend on and has no effect on other creatures. When applied to a wounded horse and eight hours have passed, the animal heals as though it has rested eight hours (recovering hit points equal to its hit dice), regardless of whether the animal actually rested. If the animal does rest, the effects are cumulative (recovering double its hit dice, or in the care of a trained healer, recovering triple the animals hit dice). Cost to make: 15 vp/dose; Craft (alchemy) DC: 20.

Plains Dust: This pellet of highly unstable power creates a loud thunder and a cloud of 10-ft. radius smoke much like rising dust that follows a stampede of horses across the plains. While the noise is not loud enough to cause damage, it often startles animals (DC 12 Will save or be shaken) and anyone within the smoke has concealment unless they are in adjacent 5-ft. squares. Cost to make: 10 vp/dose; Craft (alchemy) DC: 15.

Starfire: This sparkling oil is usually housed in fragile vials meant to be used as grenades. When exposed to air, the starfire explodes in a 5 ft.-radius burst doing 1d4 points of fire damage and coating everything in the radius with sparkling flecks of metal. This reduces by half any miss chance granted from concealment unless a DC 15 Reflex saving throw is made. Cost to make: 25 vp/vial; Craft (alchemy) DC: 25.
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