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=====Loremaster===== A loremaster is someone with a mastery over a specific field of knowledge. Whether it's how to create chimeras, construct Copies, or kill dragons, a loremaster's understanding of an aspect of the world is unmatched. While ancient tomes of knowledge are locked away in libraries and reliquaries, a good loremaster puts their skills to the test in the field, proving that they truly know as much as they think they do. :'''Alignment''': Any :'''Hit Die''': d6 :'''Class Skills''': Appraise(INT), Concentration(Con), Craft(INT), Decipher Script(INT), Diplomacy(CHA), Forgery(INT), Gather Information(CHA), Heal(WIS), Knowledge(Arcana)(INT), Knowledge(Religion)(INT), Knowledge(all skills, taken individually)(INT), Profession(WIS), Search(INT), Sense Motive(WIS), Spellcraft(INT), Use Magic Device(CHA), Vision(INT) :'''Skill Points at 1st Level''': (10+INT modifier)x4 :'''Skill Points at Each Additional Level''': 10+INT modifier :'''Class Features''': Proficiency with simple weapons, but not with armor nor shields ::'''Loremaster Knowledge''': Loremasters can make special checks to see if they know something about persons, places, or things of note in the world, with a bonus equal to the sum of their loremaster level and Intelligence modifier. A loremaster with 5 or more ranks in Knowledge(History) gains a +2 synergy bonus to this check. A successful check will not reveal the secrets of a magical item, but may give a hint as to how it works. A loremaster may not take 10 or take 20 on this check; it is entirely random, based on the GM's determination. :::'''DC;''' '''Type of Knowledge''' :::10; Common, known by most people :::20; Uncommon, but not unheard of by some people :::25; Obscure, only a few people know this :::30; Rare, and either never heard of by most, forgotten by those who did know it, or known by those who can't recognize its importance ::'''Secret''': At 2nd level, and every two levels afterward, a loremaster learns one of the following secrets: :::''Applicable Knowledge'': Gain any one feat which the player meets the prerequisites for. This secret can be learned repeatedly. :::''Lore of Advanced Casting'': Choose either sorcery, shamanism, or white magic spells. The loremaster can now learn spells of this type. This secret may be learned more than once to discover the other fields not chosen the first or, if applicable, second time. :::''Lore of Auras'': The loremaster can now use Search Skill to read the aura of a magic item and identify either its basic properties, or the power level of the spell or effect on it. :::''Lore of Common Knowledge'': Select any one cross-class skill. That skill becomes a class skill for the loremaster, and gainst a +2 bonus on all checks with that skill. This secret can be learned repeatedly, but does not raise a skill's bonus. Each time this secret is revealed, a different skill must be chosen. :::''Lore of Defense'': Gain a +1 dodge bonus to AC. This secret may be learned repeatedly, and its effects are cumulative. :::''Lore of Magical Power'': Select a type of magic (common, shamanistic, sorcery, or white magic). When casting spells of that type, the loremaster gains a +5 bonus to Fortitude saving throws and control checks. This secret may be learned more than once, but the effects are not cumulative. Each revelation must apply to a different type of magic. :::''Lore of Skills'': Gain an additional 4 skill points. These skill points are spent normally. This secret can be learned multiple times, and its effects are cumulative. :::''Lore of Spells'': Increases the maximum number of spells known by three per loremaster level. Additionally, the player adds their loremaster level to control checks just as for any other spellcasting class. :::''Lore of Weapons'': Gain a +1 bonus to attack rolls. This secret may be learned more than once, and its effects are cumulative. :::''Nerve Bundle Strike'': The loremaster can now make a special attack once per day, either to kill or paralyze their target. This attack is made with a normal melee weapon, and the attack must be declared before the attack roll is made. If the attack hits, the target must make a Fortitude save (DC 10+any damage dealt by the attack). If the roll fails, the target is either killed, or paralysed for 1d6 minutes, plus 1 minute per loremaster level. If the roll succeeds, the target takes normal attack damage instead. This secret may be learned more than once, and each time it is learned the loremaster can use one additional special attack per day. :::''Secret Strike'': The loremaster can now make a secret strike. Once per day, they can add their Intelligence bonus to an attack roll for success, and on successful strikes deal 1 point of extra damage per loremaster level. This secret can be learned more than once, and allows the use of an extra secret strike each day.
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