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Path of Shadow
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Path of Shadow
Credits
MANAGING DEVELOPER
Greg Benage
WRITING
Mark Chance, David Chart, David Lyons, Michelle Lyons, James Maliszewski, Mike Mearls, Rick Neal, Brian
Patterson
INTERIOR ILLUSTRATIONS
Mitch Cotie, David Griffith, Eric Lofgren, Hian Rodriguez, Tyler Walpole
GRAPHIC & COVER DESIGN
Brian Schomburg
EDITING
Greg Benage
‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20
System License version 1.0. A copy of this License can be found at
www.wizards.com.
ART DIRECTION
Wil Upchurch
LAYOUT
Greg Benage
Dungeons & Dragons® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
Copyright © 2002 Fantasy Flight Publishing, Inc. Legends & Lairs™
and Path of Shadow™ are trademarks of Fantasy Flight Publishing,
Inc. All rights reserved. This work, or parts thereof, may not be
copied without permission.
PUBLISHER
Christian T. Petersen
PRINTING
Bang Printing
FANTASY FLIGHT GAMES
1975 W. County Rd. B2
Roseville, MN 55113
651.639.1905
www.fantasyflightgames.com
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Path of Shadow
Contents
CHAPTER ONE
Prestige Classes
5
CHAPTER TWO
Legendary Classes
79
CHAPTER THREE
Core Classes
111
CHAPTER FOUR
The Rogue’s Tools
130
CHAPTER Five
Schools & Organizations
142
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Welcome
Fantasy Flight Games is pleased to present
Path of Shadow, the ninth volume in our
Legends & Lairs line of sourcebooks for the
d20 System. Path of Shadow brings together a
host of information for those characters inter-
ested in the arts of stealth, deception, and lar-
ceny.
Chapter 1 contains 19 new prestige classes for
use by rogue characters. These classes include
the aerialist, the night hunter, the psychic inter-
loper, and the royal assasin. Each prestige class
is accompanied by a new organization,
designed to fit into any campaign world.
Chapter 2 details more than a dozen new leg-
endary classes—special class options for high-
level rogue characters. Legendary classes were
first introduced in Path of the Sword, the
Legends & Lairs class resource for fighting char-
acters. These unique classes include the blood
thief, grey hand, fortune’s fool, and jack-of-
knives.
Chapter 3 presents several new alternate core
classes for use in any campaign. These include
the chameleon, the con artist, the delver, and
the psychic thief. The chapter provides suffi-
cient diversity that you could play the ever-
popular “all rogue” campaign that still features
very different player characters with distinct
skills, abilities, strengths, and weaknesses.
The Open Game License
Path of Shadow is published under the terms of
the Open Game License and the d20 System
Trademark License. The OGL allows us to use
the d20 System core rules and to publish gam-
ing material derived from those rules.
Material that is strictly rules related is Open
Content. Each chapter and section in the book
designates the material within that is Open
Game Content.
Chapter 4 presents information on techniques
and tools of special interest to rogue characters.
It includes a selection of new equipment,
weapons, and magic items, as well as new feats
and new uses for existing rogue class skills.
All illustrations, pictures, and diagrams in this
book are Product Identity and the property of
Fantasy Flight Publishing, Inc., © 2002.
Chapter 5 details a broad selection of shadow
schools and organizations, from the razorfiend
tradition of drow knife-fighting to assassins’
guilds and thieves’ guilds. Schools and organi-
zations provide characters with new options if
they are willing to devote the time, energy,
money, and loyalty to a specialized calling or
organization.
The Open Game License is printed in its entire-
ty at the end of this book. For further informa-
tion, please visit the Open Gaming Foundation
website at www.opengamingfoundation.org.
4
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CHAPTER ONE
Prestige
Introduction
This chapter contains 19 new prestige classes
for use by characters that are well versed in the
way of the rogue. These classes include the
aerialist, the royal assassin, the shadow hunter,
and the white rose.
Multiclassed fighters, clerics, sorcerers, wiz-
ards, and barbarians also do well as acolytes of
chance. Monks, paladins, and any characters of
a lawful mentality do not become acolytes of
chance.
Hit Die: d6.
Requirements
To qualify to become an acolyte of chance, a
character must fulfill all the following criteria.
The names and game statistics of the classes
are designated as Open Game Content, as are
all rules derived from the d20 System
Reference Document. Background and
descriptive text, including the prestige class
organizations, are designated as closed content.
Alignment: Any chaotic.
Base Attack Bonus: +4.
Skills: Two class skills 8 ranks each and
Knowledge (religion) 3 ranks.
Special: The character must make a life-chang-
ing (or life-threatening) decision with a coin
flip. Examples include: Save an evil cleric from
death or allow her to die, get married or do not
get married, or face the orc battalion head on.
Acolyte of Chance
The acolyte of chance is part rogue and part
religious devotee combined to create an odd
combination. Unlike clerics, the acolyte of
chance does not attend any regularly scheduled
ceremonies of worship to the luck goddess, but
rather worships in her own way. While her
rogue skills are important to her survival, it is
the aura of chance that develops around her that
provides many of her successes (and failures).
Rogues and bards make for the ideal acolyte of
chance, as their rogue skills are crucial.
Class Skills
The acolyte of chance’s class skills (and the
key ability for each skill) are Balance (Dex),
Bluff (Cha), Climb (Str), Craft (Int), Disable
Device (Int), Gather Information (Cha), Hide
(Dex), Innuendo (Wis), Intimidate (Cha),
Intuit Direction (Wis), Jump (Str), Listen
(Wis), Move Silently (Dex), Open Lock
5
Classes
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