The Taker
The Elite Among the Fated

        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.
 

Level
Attack
Fortitude
Reflex
Will
Special
1
2
3
4
1
+0
+0
+2
+2
Survival Skill
0
-
-
-
2
+1
+0
+3
+3
Larger Than Life (1/day)
1
-
-
-
3
+2
+1
+3
+3
Survival Skill
2
0
-
-
4
+3
+1
+4
+4
Aura of Confidence (1/day)
3
1
-
-
5
+3
+1
+4
+4
Survival Skill
3
2
-
-
6
+4
+2
+5
+5
Larger Than Life (2/day)
3
2
0
-
7
+5
+2
+5
+5
Survival Skill
3
3
1
-
8
+6
+2
+6
+6
Aura of Confidence (2/day)
3
3
2
-
9
+6
+3
+6
+6
Survival Skill
3
3
2
0
10
+7
+3
+7
+7
Larger Than Life (3/day), Supreme Confidence
3
3
3
1

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

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