Today, the preparation for another NPC Sailor build begins. It took me much more than all the others to decide her race and class, and above all, to make the required adjustments. Which race do you think I selected among these two? You will know next time...
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Naiad Favored Class Bonuses
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Naiad Favored Class Bonuses
Bard: Treat the bard’s level as +½ level higher for the purpose of determining the effect of the fascinate bardic performance.
Druid: Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic, fey or water subtype.
Inquisitor: Add +½ on Diplomacy, Intimidate, and Sense Motive checks made against creatures with the aquatic or water subtype.
Kineticist: Add ¼ to the save DC of the kineticist’s water infusions and wild talents.
Magus: Gain ⅙ of one of the following magus arcana: aquatic agility, pool ray, pool strike, pool strike, arcing, pool strike, clinging, Tabris’s step. If the magus has access to witch hexes, she can also select the following hexes: pollute water, sink, water lung.
Occultist: The naiad can use one of her tokens or an object containing a token as an implement for any arcane school she knows +1/day.
Rogue: Add +⅓ to the rogue’s bonus on either armor class or saving throws while using her water bond racial ability.
Sorcerer: Choose a bloodline power from the aquatic or fey bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +⅙ higher (to a maximum of +2) when determining the effects of that power.
Witch: Add one spell from the sorcerer/wizard spell list that isn’t on the witch spell list to the list of spells the witch knows. This spell must be at least 1 level below the highest spell level the witch can cast and have the water descriptor.
Triton Favored Class Bonuses
Druid: Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Fighter: Add a +½ circumstance bonus on critical hit confirmation rolls with a weapon of the spears group (maximum bonus +4). This bonus does not stack with Critical Focus.
Hunter: Add 1 hit point to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.
Inquisitor: Add one spell from the cleric, druid, or sorcerer/wizard spell list to the inquisitor’s list of known spells. This spell must be at least 1 level below the highest spell level the inquisitor can cast and have the water descriptor.
Paladin: Add +½ to the paladin’s level when determining the effect of smite evil against evil creatures with the aquatic or water subtypes.
Rogue: Add a +½ bonus on Escape Artist and Stealth checks made underwater.
Summoner: The summoner uses his summon monster ability at +⅓ level when summoning creatures with the aquatic or water subtypes.
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