Lysander
2007-08-28, 05:29 PM
Some people enter fighting for a cause. Others enter fight to slay a specific enemy, one who has wronged them in some way. Rather than become masters at fighting everything these revenge-driven souls practice to overcome a single specific foe.
Alignment:
Any non-chaotic
Hit Die
d8.
Class skills:
Bluff, Climb, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Geography), Knowledge (Nobility), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Spot, Survival, Swim, Use Rope
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
{table]Level|Bab|Fort|Will|Dex|Special
1|1|2|2|0|First Nemesis,Track, Hunt You To The Ends Of The Earth
2|2|3|3|0|Purposeful Rage
3|3|3|3|1|Bonus Fighter Feat
4|4|4|4|1|
5|5|4|4|2|Second Nemesis
6|6*1|5|5|2|
7|7*2|5|5|3|Bonus Fighter Feat
8|8*3|6|6|3|Swift Tracker
9|9*4|6|6|4|
10|10*5|7|7|4|Third Nemesis
11|11*6*1|7|7|5|Just Vengeance
12|12*7*2|8|8|5| Bonus Fighter Feat
13|13*8*3|8|8|6|
14|14*9*4|9|9|6|
15|15*10*5|9|9|7 |Fourth Nemesis
16|16*11*6*1|10|10|7|
17|17*12*7*2|10|10|8|Bonus Fighter Feat
18|18*13*8*3|11|11|8|Prepare to Die
19|19*14*9*4|11|11|9|
20|20*15*19*5|12|12|9|Fifth Nemesis[/table]
Nemesis
At 1st level, a ranger may select an archenemy they are sworn to destroy. The Vanquisher gains a +4 bonus on Listen, Spot, and Survival checks when using these skills against this individual. Likewise, he gets a +4 bonus on weapon damage rolls against this individual, and +4 to will saves against spells cast by this individual.
If the Nemesis has minions, an army of interchangeable servile combatants with similar training, the Vanquisher gets +4 on Listen, Spot, Bluff, Disguise, and Sense Motive checks, as well as +2 to damage against them. This does not apply to allies or mercenaries with their own unique background.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Vanquisher may select an additional Nemesis. Alternatively rather than have a new Nemesis, they can choose to have half of the bonus they would normally get instead added to a previously possessed Nemesis.
If a Nemesis is killed the Vanquisher may select a new Nemesis immediately. A nemesis can otherwise be swapped after one month of preparation, in which the training against the original foe is forgotten.
Hunt You To The Ends of the Earth
Once per day a Vanquisher can add +20 to their roll for any Gather Information Check, or a Survival check for the purposes of tracking. Additionally if they roll a 1 they get to reroll and count that instead.
Purposeful Rage
Once per day per Vanquisher level they may gain +3 temporary hitpoints. These hitpoints last five minutes and can be used in any increment.
Just Vengeance
A Vanquisher's armed or unarmed attacks may count as lawfully aligned.
Prepare to Die
A Nemesis will become frightened and attempt to flee should they fail an intimidate check. If they cannot escape they will often offer the Vanquisher money, power, all that they have and more.
-------
So what do you think?
Alignment:
Any non-chaotic
Hit Die
d8.
Class skills:
Bluff, Climb, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge (Geography), Knowledge (Nobility), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Spot, Survival, Swim, Use Rope
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
{table]Level|Bab|Fort|Will|Dex|Special
1|1|2|2|0|First Nemesis,Track, Hunt You To The Ends Of The Earth
2|2|3|3|0|Purposeful Rage
3|3|3|3|1|Bonus Fighter Feat
4|4|4|4|1|
5|5|4|4|2|Second Nemesis
6|6*1|5|5|2|
7|7*2|5|5|3|Bonus Fighter Feat
8|8*3|6|6|3|Swift Tracker
9|9*4|6|6|4|
10|10*5|7|7|4|Third Nemesis
11|11*6*1|7|7|5|Just Vengeance
12|12*7*2|8|8|5| Bonus Fighter Feat
13|13*8*3|8|8|6|
14|14*9*4|9|9|6|
15|15*10*5|9|9|7 |Fourth Nemesis
16|16*11*6*1|10|10|7|
17|17*12*7*2|10|10|8|Bonus Fighter Feat
18|18*13*8*3|11|11|8|Prepare to Die
19|19*14*9*4|11|11|9|
20|20*15*19*5|12|12|9|Fifth Nemesis[/table]
Nemesis
At 1st level, a ranger may select an archenemy they are sworn to destroy. The Vanquisher gains a +4 bonus on Listen, Spot, and Survival checks when using these skills against this individual. Likewise, he gets a +4 bonus on weapon damage rolls against this individual, and +4 to will saves against spells cast by this individual.
If the Nemesis has minions, an army of interchangeable servile combatants with similar training, the Vanquisher gets +4 on Listen, Spot, Bluff, Disguise, and Sense Motive checks, as well as +2 to damage against them. This does not apply to allies or mercenaries with their own unique background.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Vanquisher may select an additional Nemesis. Alternatively rather than have a new Nemesis, they can choose to have half of the bonus they would normally get instead added to a previously possessed Nemesis.
If a Nemesis is killed the Vanquisher may select a new Nemesis immediately. A nemesis can otherwise be swapped after one month of preparation, in which the training against the original foe is forgotten.
Hunt You To The Ends of the Earth
Once per day a Vanquisher can add +20 to their roll for any Gather Information Check, or a Survival check for the purposes of tracking. Additionally if they roll a 1 they get to reroll and count that instead.
Purposeful Rage
Once per day per Vanquisher level they may gain +3 temporary hitpoints. These hitpoints last five minutes and can be used in any increment.
Just Vengeance
A Vanquisher's armed or unarmed attacks may count as lawfully aligned.
Prepare to Die
A Nemesis will become frightened and attempt to flee should they fail an intimidate check. If they cannot escape they will often offer the Vanquisher money, power, all that they have and more.
-------
So what do you think?