After the faction war, the Fated took a bum rap, all because the entire
war was the fault of their leader, "Duke" Rowan Darkwood. During
the war, they didn't realize, but afterwords, when the factions started
compairing notes, they became sure he was responsable. He was fittingly
punished according to most (believing he was mazed; for the real dark,
read Faction War). However, this broad paint brush colored the entire
faction. Not wanting to stay where they were not wanted, they headed
to Ysgard, where any cutter with guile and strength can cut out a good
life for themselves. However, the harsh and wild life made most Fated
focus more on need and less on greed, actually forcing the group into following
the original intent of the group, which was twisted over the years by many
greedy individuals.
Hit Dice: d6
Requirements:
* Base Attack Bonus: +4
* Knowledge (any): 5 Ranks
* Bluff: 5 Ranks
* Intimidate: 5 Ranks
* Feat: Skill Focus (Knowledge, Bluff, or Intimidate)
Class
Skills:
The Taker has a great advantage over most classes. They have access
to ANY skill except exclusive skills (Animal Empathy, Decipher Script,
Read Lips, Scry, and Use Magical Device). Takers get 4 + Int Modifier
per level.
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Class
Features:
All the following of the Taker prestige class:
Weapon and Armor Proficiency: Characters who take a level
of Taker become proficient with all simple weapons, light armors, and shields.
Survival Skill: Each time a taker gains this ability, the
Taker chooses one of her class abilities as a survival skill. She
gains a competance bonus to that skill equal to her current Taker class
level. Each time she gets this power, she chooses another skill.
Larger Than Life: This spell-like ability lets his outward
body represent his own personal belief in himself. He physically
grows in size and strength, identical to the spell rightous might
as cast by a cleric of the Taker's character level. This ability
is used as a standard action.
Aura of Confidence: At 4th level, the Taker's confidence rises
to inspire her friends and cause fear in her enemies. When she activates
this spell-like ability as a standard action, it acts exactly as a prayer
spell
cast like a cleric of the Taker's character level, with the Taker acting
as the center.
Supreme Confidence: At 10th level, the Taker's confidence grows
so high that he gains a moral bonus to his attack and damage rolls equal
to his charisma modifier.
Spells: As a Taker advances in level, she gains the ability
to use a limited number of arcane spells. He cast these spells as
a sorcerer of the Taker's class level for determination of spell properties
(ability to use, spell DC's, etc). He may choose these spells with
no preperation from this list, just as a sorcerer would. However,
these spells may only effect the Taker (treat all ranges as personal)
Taker Spell List:
1st Level - cure light wounds, endure elements, expeditous retreat,
jump, sanctuary, true strike
2nd Level - bull's strength, cat's grace, cure moderate wounds,
endurance, lesser restoration,
resist elements
3rd Level - cure serious wounds, haste, protection from elements,
remove disease, tongues
4th Level - cure critical wounds, neutralize poison, remove curse,
restoration, stoneskin
Any comments on the above would be appreciated: DUgorek@hotmail.com