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Liber Vampyr

Liber Vampyr - Necromancers of the Northwest

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to influence the attitudes of humanoid creatures, as well<br />

as to Disguise checks made to appear as a living creature<br />

(minimum +1).<br />

Paralyzing Strike (Ex): Beginning at 1 st level, a<br />

revenant infiltrator learns how to strike a foe in such a way as<br />

to leave them paralyzed. As a standard action, the revenant<br />

infiltrator can make a single melee attack against a creature.<br />

If the attack hits, it deals damage as normal, and the target<br />

must succeed on a Fortitude save (DC 10 + 1/2 the revenant<br />

infiltrator’s class level + the revenant infiltrator’s Intelligence<br />

modifier) or be paralyzed. The target may make a new saving<br />

throw each round as a full-round action to end the effect, but<br />

all saving throws after the first suffer a -4 penalty. Even if the<br />

target is unable to succeed on any saving throws, the effect<br />

ends automatically after 5 minutes. If the attack misses, the<br />

use of the ability is wasted. Creatures that are not living (such<br />

as constructs or undead), or are immune to critical hits or<br />

precision-based damage, are immune to this ability.<br />

The revenant infiltrator can use this ability once per<br />

day at 1 st level. At 5 th level, and every four levels thereafter, she<br />

can use this ability one additional time per day.<br />

Bonus Feats: At 2 nd level, and every even-numbered<br />

level thereafter, she gains a single vampire feat of her choice<br />

for which she qualifies as a bonus feat.<br />

Evasion (Ex): At 2nd level and higher, a revenant<br />

infiltrator can avoid even magical and unusual attacks<br />

with great agility. If she makes a successful Reflex saving<br />

throw against an attack that normally deals half damage on<br />

a successful save, she instead takes no damage. Evasion can<br />

be used only if the revenant infiltrator is wearing light armor<br />

or no armor. A helpless revenant infiltrator does not gain the<br />

benefit of evasion.<br />

Uncanny Dodge (Ex): Starting at 4th level, a<br />

revenant infiltrator can react to danger before her senses<br />

would normally allow her to do so. She cannot be caught flatfooted,<br />

nor does she lose her Dex bonus to AC if the attacker<br />

is invisible. She still loses her Dexterity bonus to AC if<br />

immobilized. A revenant infiltrator with this ability can still<br />

lose her Dexterity bonus to AC if an opponent successfully<br />

uses the feint action (see Combat) against her.<br />

If a revenant infiltrator already has uncanny dodge<br />

from a different class, she automatically gains improved<br />

uncanny dodge (see below) instead.<br />

Improved Uncanny Dodge (Ex): A revenant<br />

infiltrator of 8th level or higher can no longer be flanked.<br />

This defense denies a rogue the ability to sneak attack the<br />

revenant infiltrator by flanking her, unless the attacker has<br />

at least four more rogue levels than the revenant infiltrator’s<br />

level.<br />

If a character already has uncanny dodge (see above)<br />

from another class, the levels from the classes that grant<br />

uncanny dodge stack to determine the minimum rogue level<br />

required to flank the revenant infiltrator.<br />

Paralysis Master (Ex): Beginning at 20 th level, a<br />

revenant infiltrator can use her paralyzing strike ability with<br />

ease. As long as her target is denied its Dexterity bonus to AC,<br />

or she is flanking her target, she can use her paralyzing strike<br />

class feature without expending a daily use of that ability.<br />

Additionally, the penalty that victims of her paralyzing strike<br />

ability suffer on subsequent saving throws to end the effect<br />

increases to -8.<br />

Lose Weakness: At 3 rd level, and every four levels<br />

thereafter, a revenant infiltrator may choose a single lesser<br />

weakness that she gained as a result of gaining the revenant<br />

template, and lose it, forever freeing herself of that particular<br />

weakness. Beginning at 15 th level, she can choose to lose a<br />

single greater weakness, rather than a single lesser weakness,<br />

each time that she gains this ability. The revenant cannot lose<br />

the blood dependency or sunlight vulnerability weaknesses in<br />

this way.<br />

Revenant Vigor (Su): Beginning at 3 rd level, a<br />

revenant infiltrator is better able to resist effects that use<br />

her undead nature as a weakness, and she gains a +1 bonus<br />

on saving throws made to against spells or abilities that<br />

specifically affect undead (such as control undead, undeath to<br />

death, or a cleric’s channel energy class feature). Further, he<br />

well-developed sense of self-preservation makes it easier for<br />

her to dodge the most devastating attacks, and she also gains<br />

a +1 dodge bonus to AC against attacks that specifically deal<br />

extra damage or have extra effects against undead creatures<br />

(such as the attack of a paladin using the smite evil class<br />

feature, or an attack made with a disrupting weapon). At 6 th<br />

level, and every three levels thereafter, these bonuses increase<br />

by an additional +1 (to a maximum of +6 at 18 th level).<br />

Image © Can Stock Photo Inc. / intoit<br />

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