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Chevalier de Selarya, ordre du vent |
Description | Introduction | Fondé il y a plusieurs centaines d'années par le premier roi de
Selarya Jaer of the lake, cette ordre de chevalerie a comme but de
protéger la nation Sélarienne et toutes les nations bonnes et juste
du monde.
L'ordre de chevalerie est divisé en quatres groupes.
L'ordre du vent est la section des espions, éclaireurs et archés de
la chevalerie.
Héraldrie : Une tornade avec flèche, lance et dague qui sont propulsé
hors de celle-ci. | D� de vie | (d8) | Alignement | Pour devenir un Chevalier de Selarya, ordre de l'eau il faut avoir un alignement neutre bon. | Pr�requis | To qualify to become a knight of selarya order of wind, a
character must fulfill all the following criteria.
Base Attack Bonus: +4
Skills: Move Silently 6 ranks, Hide 6 ranks, Knowledge (Local) 4
ranks, Diplomacy 4 ranks, Ride 2 ranks.
Feats: Persuasive, Stealthy
Special: Evasion. | Skills | The knight of selarya order of wind class skills (and the key
ability for each skill) are Appraise (Int), Balance (Dex), Bluff
(Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy
(Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate
(Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move
Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride
(Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot
(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope
(Dex).See chapter 4 of the Player's Handbook
for skill descriptions.
Nombre de skills par niveau: 6 + Modificateur d'Intelligence |
Chevalier de Selarya, ordre du vent | Niveau | Base Attack | Fortitude | R�flexe | Volont� | Habilit�s de classe | 1 | +0 | +0 | +2 | +0 | Fast movement, Sneak attack +1d6, Undetectable alignment | 2 | +1 | +0 | +3 | +0 | Scrying defense | 3 | +2 | +1 | +3 | +1 | Sneak attack +2d6 | 4 | +3 | +1 | +4 | +1 | Magic aura | 5 | +3 | +1 | +4 | +1 | Sneak attack +3d6 | 6 | +4 | +2 | +5 | +2 | Close combat shot | 7 | +5 | +2 | +5 | +2 | Sneak attack +4d6 | 8 | +6 | +2 | +6 | +2 | Weapon finesse | 9 | +6 | +3 | +6 | +3 | Sneak attack +5d6 | 10 | +7 | +3 | +7 | +3 | Deep Cover |
Habilet�s de classe | Weapon and armor proficiency | The Knight of Selarya, order of water gain no proficiency with any
weapon or armor. | Fast movement | A knight of the wind have to travel faster
then normal to accomplish his mission or send message on the
battlefield. His land speed is faster than the norm for his race by
+10 feet. This benefit applies only when he is wearing no armor,
light armor, or medium armor and not carrying a heavy load. Apply
this bonus before modifying the knight speed because of any load
carried or armor worn. | Undetectable alignment | The web of different identities and
agendas inside a knight of the wind mind makes it impossible for
others to detect her alignment by means of any form of divination.
This ability functions like an undetectable alignment spell, except
that it is always active. | Scrying defense | Starting at 2nd level, a knight of the wind
adds her class level to will saves against divination (scrying)
spells, as well as to spot checks made to notice the sensors created
by such spells. | Magic aura | At 3rd level a knight of the wind gains the
ability to use Nystul's magic aura at will with a caster level equal
to her class level. Most knight of the wind use this ability to
shield their own magic items from detection. | Close combat shot | At 6th level, a knight of the wind can
attack with a ranged weapon while in a treathned square and not
provoke an attack of opportunity. | Weapon finesse | The knigh gain the feat weapon finesse. | Deep Cover | At 10th level, a knight of the wind becomes able
to quiet her mind and completely immerse herself in her cover
identity. While she operates under deep cover, divination spells
detect only information appropriate to her cover identity; they
reveal nothing relating to her real personality.
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