V'K'kraan'ck Racial Hit-dice
HD: 1D8
Class Skills
Chose any 6 class skills.
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points For Second Level: 6 + Int modifier
CLASS NAME
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|
| 1st | +0 | +0 | +0 | +2 | Attunement, Bonus Feat |
| 2nd | +1 | +0 | +0 | +3 | |
Attunement (Su):
Chose one:
Mage: Begin with a spell book with Intelligence bonus +3 level 1 spells and all level 0 spells. Arcane caster level of 2. You can memorise and cast one of these spells per day. Spells are Arcane Intelligence based as per wizard. If you take levels in Wizard then you gain a bonus first level spell slot and +2 Caster level instead (you keep the spells in your book however). Feat must be Magical Aptitude. Must be Lawful.
Devoted: As mage but with Divine spells chosen from Paladin spell list. Primary stat is Wisdom. No spell book. Gain bonus to caster level and bonus slot if take levels in Cleric. Feat must be Investigator. Must be Evil.
Skilled: Gain 3 more skills as class skills and +2 skill points per level. Feat may be any of player's chosing. Good Reflex saves also.
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Nik'tch Master
Background:
Races: Almost entirely V'K'kraan'ck. Others may sometimes learn the ways of the Nik'tch Master however.
Role: Primary Melee fighter.
GAME RULE INFORMATION
Nik'tch Master's have the following game statistics.
Abilities: Strength and Intelligence are essential for the class abilities. Dexterity and Constitution also assist as this is a front line melee class.
Alignment: Lawful Evil
Hit Die: 1D10
Starting Gold: 3D4x10
Class Skills
The Nik'tch Master's class skills (and the key ability for each skill) are...
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana), Knowledge(Incarnum), Knowledge(Religion), Spellcraft (int), Swim (Str)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CLASS NAME
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Soulmelds | Essentia | Chakra Binds | Maneuvers Known | Maneuvers Readied | Stances Known |
|---|
| 1st | +1 | +0 | +0 | +2 | Racial Class | 0 | 0 | 0 | 1 | 1 | 0 |
| 2nd | +2 | +0 | +0 | +3 | Battle Clarity (Reflex Saves) | 0 | 1 | 0 | 1 | 1 | 0 |
| 3rd | +3 | +1 | +1 | +3 | Mettle | 0 | 1 | 0 | 2 | 1 | 1 |
| 4th | +4 | +1 | +1 | +4 | Bonus Feat | 0 | 2 | 0 | 2 | 1 | 1 |
| 5th | +5 | +1 | +1 | +4 | Battle Ardor (Critical confirmation) | 1 | 2 | 0 | 3 | 2 | 1 |
| 6th | +6/+1 | +2 | +2 | +5 | Evasion | 1 | 3 | 0 | 3 | 2 | 1 |
| 7th | +7/+2 | +2 | +2 | +5 | Battle Cunning (damage) | 1 | 3 | 0 | 4 | 3 | 2 |
| 8th | +8/+3 | +2 | +2 | +6 | Bonus Feat | 1 | 4 | 0 | 4 | 3 | 2 |
| 9th | +9/+4 | +3 | +3 | +6 | Improved Mettle | 2 | 4 | 0 | 5 | 4 | 2 |
| 10th | +10/+5 | +3 | +3 | +7 | Chakra Binds (Hands, Feet, Crown) | 2 | 5 | 1 | 5 | 4 | 2 |
| 11th | +11/+6/+1 | +3 | +3 | +7 | | 2 | 6 | 1 | 6 | 5 | 3 |
| 12th | +12/+7/+2 | +4 | +4 | +8 | Bonus Feat | 2 | 7 | 1 | 6 | 5 | 3 |
| 13th | +13/+8/+3 | +4 | +4 | +8 | Uncanny Dodge | 3 | 8 | 1 | 7 | 6 | 3 |
| 14th | +14/+9/+4 | +4 | +4 | +9 | Chakra Binds (Arms, Brow, Shoulders) | 3 | 9 | 2 | 7 | 6 | 3 |
| 15th | +15/+10/+5 | +5 | +5 | +9 | | 3 | 10 | 2 | 8 | 7 | 3 |
| 16th | +16/+11/+6/+1 | +5 | +5 | +10 | Bonus Feat | 3 | 11 | 2 | 8 | 7 | 4 |
| 17th | +17/+12/+7/+2 | +5 | +5 | +10 | Chakra Binds (Throat, Waist) | 4 | 12 | 3 | 9 | 8 | 4 |
| 18th | +18/+13/+8/+3 | +6 | +6 | +11 | Improved Evasion | 4 | 13 | 3 | 9 | 8 | 4 |
| 19th | +19/+14/+9/+4 | +6 | +6 | +11 | | 4 | 14 | 3 | 10 | 9 | 4 |
| 20th | +20/+15/+10/+5 | +6 | +6 | +12 | Bonus Feat | 4 | 15 | 3 | 10 | 9 | 5 |
Class Features
All of the following are class features of the Nik'tch Master.
Weapon and Armor Proficiencies: Nik'tch Master's are proficient in all simple and martial weapons. They gain proficiency with the Nik'tch Courtblade for free. They gain no armor or shield proficiency.
Racial Class (Ex):
V'K'kraan'ck MUST replace their first two racial levels with the first two levels of this class. They gain nothing from the racial levels.
Maneuvers:
See Warblade. Iron Heart, Diamond Mind and Stone Dragon only.
Maneuvers Readied:
See Warblade
Stances Known:
See Warblade
Meldshaping:
Int based
Chakra Binds:
See Soulborn
Bonus Feat:
May chose any Incarnum or Fighter bonus feat. Weapon specific feats must relate only to the Nik'tch Courtblade.
Battle Clarity (Ex):
A Nik'tch Master may add his Intelligence bonus (if any) to his reflex saves.
Battle Ardor (Ex):
A Nik'tch Master may add his Intelligence bonus (if any) to rolls to confirm critical hits.
Battle Cunning (Ex):
A Nik'tch Master may add his Intelligence bonus (if any) to melee damage rolls.
Evasion (Ex):
At 6th level and higher, a Nik'tch Master 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 the Nik'tch Master is wearing light armor or no armor. A helpless Nik'tch Master does not gain the benefit of evasion.
Improved Evasion (Ex):
At 18th level a Nik'tch Master always takes only half damage if he fails a Reflex save and no damage if he succeeds.
Mettle (Ex):
At 3rd level and higher, a Nik'tch Master can endure even magical and unusual attacks. If he makes a successful Fortitude or Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Improved Mettle (Ex):
At 9th level a Nik'tch Master always takes only half damage if he fails a Fortitude or Will save and no damage if he succeeds.
Uncanny Dodge (Ex):
At 13th level, a Nik'tch Master retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Nik'tch Master already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Soulmeld List