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Requirements:
DirtBlood
Male
+1 Base Attack Bonus
Skill: Intimidation
Swear Alliegance To Cabal
(Commit to complete the training)
Special: Access to spinal architecture knowledge
from a book, set of scrolls, or willing spinal
architect.
Hit
Die:
D10
Class Skills:
The
Cabal of Formidolosus class skills (and the key
ability for each skill) are: Craft (Any) (Int),
Intimidate (Cha), Jump (Str), Knowledge (Anatomy) (Int),
and Spot (Wis). Knowledge (Phobos)(Int)
Skill Points at Each Level:
0 + Intelligence modifier
Class Features:
Weapon and armor proficiencies: Formidolosi
are proficient in all simple and martial weapons,
and light, medium, and heavy armor.
I.
At
1st level Formidolosi gain Knowledge (Anatomy)(Int.)
with 1 point, the initiate is exposed to intense
study and dissection of cadavers, they are also
exposed to direct training from a Spinal Architect.
Due to his intense physical training the initiate
gains a bonus feat at 1st level, and must
choose which weapon he will primarily train with.
II.
At
2nd level Formidolosi gain Knowledge (Phobos)(Cha),
as the initiate gains his second level his
anatomical study is reduced and replaced by the
study of Phobos or the source of fear, named for the
ancient Demon Formidolosus they seek to unlock the
secrets of fear and its effect on all of the
races. Through study and body modification the
intiates seek to intimidate and cause fear in their
enemies, driving them to mistakes during combat or
all out retreat, every 2 skill points spent in
phobos give the initiate a +1 to Intimidation . At 2nd
level the initiate due to his intense martial
training gains a weapon specialization based on his
primary training weapon.
III.
At
3rd level the initiates mentor reveals
to them the ability to enter a Rage 1x/PerDay.At 3rd
level the initiate gains a lesser version of Nomads
Toughness: +5
Rage (Ex): A nomad can fly into a rage a certain number of times per
day. In a rage, a nomad temporarily gains a +4 bonus
to Strength, a +4 bonus to Constitution, and a +2
morale bonus on Will saves, but he takes a –2
penalty to Armor Class. The increase in Constitution
increases the nomad’s hit points by 2 points per
level, but these hit points go away at the end of
the rage when his Constitution score drops back to
normal. (These extra hit points are not lost first
the way temporary hit points are.) While raging, a
nomad cannot use any Charisma-, Dexterity-, or
Intelligence-based skills (except for Balance,
Escape Artist, Intimidate, and Ride), the
Concentration skill, or any abilities that require
patience or concentration, nor can he cast spells or
activate magic items that require a command word, a
spell trigger (such as a wand), or spell completion
(such as a scroll) to function. He can use any feat
he has except Combat Expertise, item creation feats,
and metamagic feats. A fit of rage lasts for a
number of rounds equal to 3 + the character’s (newly
improved) Constitution modifier. A nomad may
prematurely end his rage. At the end of the rage,
the nomad loses the rage modifiers and restrictions
and becomes fatigued (–2 penalty to Strength, –2
penalty to Dexterity, can’t charge or run) for the
duration of the current encounter (unless he is a
15th-level nomad, at which point this limitation no
longer applies; see below).
A nomad can fly into a rage only once per encounter.
At 1st level he can use his rage ability once per
day. At 5th, 8th, and 12th level he can use it one
additional time per day. Entering a rage takes no
time itself, but a nomad can do it only during his
action, not in response to someone else’s action.
IV. At 4th Level initiates gain their first level
of the Spinal Architect class, they are required
from this point on to alternate level in each until
all levels are taken for both the Spinal Architect
Class and Cult of Formidolosus Class
Analyze anatomical weakness (Ex): A spinal architect uses his knowledge of skeletal,
muscular, and other internal anatomical systems to
advantage in battle. As a free action once per
round, a spinal architect may use this ability
against a target that the architect has been
fighting in melee for at least one round, if the
creature's physical anatomy is a member of or
similar to these groups: animal, beast, humanoid, or
insect. For example, undead and constructs cannot be
targeted . If the architect's Knowledge (Anatomy)
skill total (without a d20 roll) is equal to or
greater than the hit dice of the target, then the
architect's current melee weapon's critical threat
range is increased by 1 against the target for that
encounter.
Anatomical study:
When a character gains any level of the spinal
architect class, the character gains 3 skill points
that must be applied to Knowledge (Anatomy) or Craft
(Bonework), divided in any manner. This includes the
first level of this class (unused skill points are
lost.) In addition, when attaining this prestige
class, a character may convert all skill ranks
placed in another single Craft skill into Craft (Bonework).
Craft (Bonework) is used for crafting or repairing
simple trinkets or tools from bone, or monuments and
buildings when working with other bonework crafters.
Special applications of this skill are learned at
later levels of this class.
|
Class
Level |
Base Attack
Bonus |
Fortitude
Save |
Reflex
Save |
Will
Save |
Special |
|
1 |
+1 |
+2 |
+0 |
+0 |
K.
Anatomy +1, Bonus Feat |
|
2 |
+2 |
+3 |
+0 |
+0 |
K.
Phobos, Weapon Specialization |
|
3 |
+3 |
+3 |
+1 |
+1 |
Rage 1X
per day, Nomadic Tough: +5HP |
|
4 |
+4 |
+4 |
+1 |
+1 |
1st
Level Spinal Architect |
|
5 |
+5 |
+4 |
+1 |
+1 |
????? |
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