Sunday, May 31, 2009

True20 II: Kern Heroic Path

KERN
Kerns are mercenary or itinerant fighters, typically from the lower classes and without a wealthy sponsor or employer, who make their way with a mixture of martial skill and cunning. Most kerns start their careers as conscripts, or part of a peasant levy. Unemployed kerns form irregular mercenary units, or become bandits. They are opportunistic fighters who seize any advantage in melee.
Constitution, Dexterity, and Wisdom are important abilities for a kern. A kern’s feat selection typically concentrates on seizing the advantage (Improved Initiative), improving his attacks (Attack Focus, Sneak Attack), and avoiding or withstanding damage (Evasion, Tough).

KERN HEROIC PATH
Roles: Warrior (primary), Expert
Key Ability: Dexterity
Core Ability – Determination: A kern can spend a point of Conviction to immediately erase all bruised and hurt damage conditions (and their associated penalties).
Starting Skills: Athletics (Str), Notice (Wis), Stealth (Dex), Survival (Wis)
Starting Feats: Armor Training (light), Defensive Attack, Uncanny Dodge, Weapon Training

Lvl......Role...Combat...Feats...
1...War1...+1...Starting Feats
2...War1-Exp1...+1...Sneak Attack (+2)
3...War2-Exp1...+2...Attack Focus (+1)
4...War3-Exp1...+3...Tough (+1)
5...War3-Exp2...+4...Evasion
6...War4-Exp2...+5...Seize Initiative
7...War4-Exp3...+6...Sneak Attack (+3)
8...War5-Exp3...+7...Attack Specialization (+1)
9...War5-Exp4...+8...Awareness
10...War6-Exp4...+9...Tough (+2)
11...War7-Exp4...+10...Diehard
12...War7-Exp5...+10...Sneak Attack (+4)
13...War8-Exp5...+11...Greater Attack Focus (+2)
14...War9-Exp5...+12...Tough (+3)
15...War9-Exp6...+13...Ambush Sense
16...War10-Exp6...+14...Endurance
17...War10-Exp7...+15...Sneak Attack (+5)
18...War11-Exp7...+16...Greater Attack Specialization (+2)
19...War12-Exp7...+17...Tough (+4)
20...War13-Exp7...+18...Tireless

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