Revision [263]

Last edited on 2011-01-31 02:35:21 by Akhat (unregistered user)
Additions:
**Anticipation (1)**: After being subjected to large amounts of magic, the Strider has learned to almost feel the magic in the air and anticipate it, allowing them to better defend against it. They gain +1 to saving throws against spells or spell-like effects at level 1, +2 at level 3, and +3 and level 5.
**Tumbling Dodge (2)**: When being attacked by a spell that allows a reflex save, the Strider can make a DC 20 Tumble check as part of his save. Succeeding on the check gives a +2 bonus on the reflex save roll. This bonus increases to +4 at level 5.
**Improved Evasion (3)**: This ability works like evasion, except that while the Strider still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. When helpless, he does not gain the benefit of improved evasion.
**Auravision (3)(Ex)**: The Strider gains auravision, allowing them to see magical auras, as per the detect magic spell. They can determine the presence and strength of auras. The vision allows them to see up to auras up to 60 feet away.
**Blank Mind (Ex)(4)**: At-will when they wish, the Strider can blank their mind, rendering them immune to mind-affecting spells or spell-like effects. They cannot be targeted by scrying or other divination spells while blanking their mind. Any such spell that targets the area they are in turns up blank.
Deletions:
**Anticipation(1)**: After being subjected to large amounts of magic, the Strider has learned to almost feel the magic in the air and anticipate it, allowing them to better defend against it. They gain +1 to saving throws against spells or spell-like effects at level 1, +2 at level 3, and +3 and level 5.
**Tumbling Dodge(2)**: When being attacked by a spell that allows a reflex save, the Strider can make a DC 20 Tumble check as part of his save. Succeeding on the check gives a +2 bonus on the reflex save roll. This bonus increases to +4 at level 5.
**Improved Evasion(3)**: This ability works like evasion, except that while the Strider still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. When helpless, he does not gain the benefit of improved evasion.


Revision [262]

Edited on 2011-01-31 02:21:59 by Akhat (unregistered user)
Additions:
**Tumbling Dodge(2)**: When being attacked by a spell that allows a reflex save, the Strider can make a DC 20 Tumble check as part of his save. Succeeding on the check gives a +2 bonus on the reflex save roll. This bonus increases to +4 at level 5.
Deletions:
six.


Revision [254]

Edited on 2011-01-30 03:30:51 by Akhat (unregistered user)
Additions:
Null Striders are a people with a purpose: to make the life of magicians miserable. At least, that's how the magicians see it. The Striders were, in fact, founded as a defensive organization against the threat of a growing magocracy. The leadership of the nation in question sent spies against the magocracy of Vendigroth, to learn the secrets and methods employed by the wizards in combat, and to return, that defenses against such methods might be deduced. It was the first of the subjects who were subjected to the magic that became the Null Striders.
To join the Null Striders requires some experience with magic, as well as showing prowess in combat. There is a ceremony, conducted in a wide open area -- typically a sand sea or an open plain -- that involves the applicant having to traverse a certain distance while being targeted by a variety of magics. Not all live through the ceremony, although for the most part, those who fail are simply wounded; after being tended to, they are firmly pushed in another direction.
Null Striders often start their lives as some form of martial combatants -- rogues, fighters, or monks. However, it is not completely unlikely that a spellcaster who has witnessed great wrong by magic, either by their hand or another's, will turn to becoming a Strider.
**Base Attack Bonus**: +4
**Skills**: Knowledge(Arcana) 3 ranks, Spellcraft 3 ranks
**Special**: Must have fought in combat versus a spellcaster and been the target of at least one hostile spell, and have taken damage from an area spell.
BAB: 1
Saves: Good Ref, Will; Bad Fort
**Weapon and Armor Proficiency**: Null Striders are proficient with simple and martial weapons, as well as light and medium armor, and all shields.
**Evasion (1)**: A Null Strider can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if wearing light armor or no armor. A helpless Strider does not gain the benefit of evasion.
**Anticipation(1)**: After being subjected to large amounts of magic, the Strider has learned to almost feel the magic in the air and anticipate it, allowing them to better defend against it. They gain +1 to saving throws against spells or spell-like effects at level 1, +2 at level 3, and +3 and level 5.
**Improved Evasion(3)**: This ability works like evasion, except that while the Strider still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. When helpless, he does not gain the benefit of improved evasion.
six.
**Disrupting Strike(5)(Ex)**: If a Strider hits an spellcaster while casting is occurring -- either a long cast, or through a readied action, they deal double damage. Let's see you concentrate against this!
**Class Skills**: Bluff (Cha), Craft(Int), Jump(Str), Knowledge(Arcana)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis), Spellcraft(Int), Tumble(Dex)
Deletions:
The Fists of Stone are an organization dedicated to physical perfection. Their origin is hidden in the dark annals of time, but they surfaced within several generations of the first Cataclysm, known by many names, from the Rain of Fire to the Sundering. There seems to be no central point that the Fists first came to either -- the name probably originated among the Dwarves of the Old World, but already the organization had been formed up in other cultures across the world.
==**Becoming a Fist of Stone**==
To join the ranks of the Fists is easy and difficult. It is a decision and a calling from a higher power, all rolled into one. The enclaves don't have any particular requirements to study -- some of their members, particularly on the Blasted Isle, teach lower forms of the discipline to commoners -- but those who aren't of a certain physical quality, showing no signs of improving, are quietly shunted to the side. Monks are the most common adherents to the class, as they are often set apart as it is, and their focus on self-knowledge fits nicely with the Fists. Desert Dwellers are also known to become Fists -- their mentality of self-perfection by constant testing leads them along similar paths.
**Alignment**: Non-chaotic
**Base Attack Bonus**: +3
**Skills**: Concentration 2 ranks
**Feats**: Improved Unarmed Strike
BAB: 3/4
Saves: Good Fort, Ref; Bad Will
**Weapon and Armor Proficiency**: Fists of Stone gain no weapon or armor proficiencies.
**Monk Abilities**: Fist of Stone levels stack with monk levels for the purpose of determining unarmed damage, bonus movement speed, and bonus AC.
**Flurry of Blows**: Fists of Stone gain the Flurry of Blows class feature, identical to the monk's. By opting to use a Flurry of Blows rather than a full attack, the Fist gains one extra attack at their highest attack bonus, but all attacks this round are made with a -2 penalty.
**Internal Focus(2)(Ex)**: By making a DC 20 Concentration check, three times per day, the Fist can speed up his metabolism in order to facilitate greater energy use by his body, allowing him to move and act faster. This allows them to function as if under the effects of Haste with a caster level of Fist level + 2.
**Penetrating Fist(3)(Ex)**: Through rigorous discipline and training, the Fist has been trained to strike in such a way as to do damage in spite of a creature's armor or similar effects. The Fist's unarmed attacks ignore the first five points of damage reduction of creatures hit. This increases to ignore the first ten points at level six.
**Shattering Strike(4)(Ex)**: The Fist has learned how to analyze a creature for weak points and exploit them. Five times per day, before making an attack roll, the Fist can announce they are using a Shattering Strike. If the strike hits, it does 1d8 per level of Fist of Stone. If the target is a construct or object, it is 2d8 per level. The target can save against the strike by making a Fortitude save with a DC 15 + Fist's Str mod + 1/2 levels of Fist
**Adamantite Fist(5)(Ex)**: The unarmed attacks of the Fist are treated as Adamantite for the purpose of overcoming damage reduction.
**Metabolic Overload(6)(Su)**: The Fist has achieved such a level of control over their body that they can accelerate their bodies to levels beyond the imagination. This is not an easy feat, nor one to be undertaken lightly, it can be used once per day. In order to begin the overload, they must make a DC 30+ Concentration check. The concentration check is a standard action to initiate. After making the first check, they must make the same check the following round, using a full action. The difficulty of the check is increased by any damage taken that round, one point for each point of damage. If they make both the concentration checks, they gain 1d4+2 rounds of extra action: these rounds can be used to move or attack.
**Class Skills**: Balance (Dex), Climb(Str), Concentration(Con), Craft(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Spot(Wis), Swim(Str), Tumble(Dex)


Revision [251]

Edited on 2011-01-29 19:52:30 by Akhat (unregistered user)
Additions:
======**Null Striders**======
"//Magic? Phaw! Show me a magician, I'll show you a fool: a dead fool.//"
-- Ekalios, Veteran Null Strider
Deletions:
======**Fists of Stone**======
"//Through knowledge, we can control ourselves. Through controlling ourselves, we can control the world.//"
-- Grathbar Graymountain, Fist of Stone


Revision [250]

The oldest known version of this page was created on 2011-01-29 19:51:16 by Akhat (unregistered user) [Cloned from StoneFists]