.
Alignment:
Tomb Raiders range in alignment from good to evil. Good
tomb raiders take ancient items to put them into museums.
Evil tomb raiders take ancient items to use from their own evil
purpose. Neutral tomb raiders take items to sell to the highest
bidder.
All tomb raiders are chaotic because they steal what are rightfully
the pharaoh’s items
Game Rule Information
Tomb
raiders have the following games statistics:
Abilities: Dexterity is important to avoid traps that
line ancient tombs, and to add to their AC, being that they don’t
wear much armor. A high
constitution is important to avoid poisons and to have more hit
points. A high intelligence and wisdom score is important for
many of their skills.
Alignment: Any chaotic
Hit Die: d6
Class Skills
The
tomb raiders class skills (and the key ability for each skill)
are Balance (Dex), Climb (Str), Decipher Script (Int), Diplomacy
(Cha), Disable
Devise (Int), Escape Artist (Dex), Gather Information (Cha), Hide
(Dex), Innuendo (Wis), Knowledge (Religion)(Int), Knowledge (Egyptian
Tombs)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex),
Read Lips (Int), Ride (Dex), Search (Wis), Sense Motive (Wis),
Spot
(Wis), Swim (Str), Tumble (Dex), Use Magic Devise (Cha), and Use
Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier)
x4
Skill Points at Each Additional Level: 8 + Int modifier
Class Features
All
of the following are class features of the tomb raider:
Weapon and Armor Proficiency: A tomb raider is
proficient with all simple and martial weapons, light armor, medium
armor, and
shields. Note that armor check penalties for armor heavier than
leather apply to the skills Balance, Climb, Escape Artist, Hide,
Jump, Move
Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a
–1 penalty for every 5 pounds of armor and equipment carried.
When wearing
light armor or no armor, a tomb raider can fight with two weapons
as if he had the feats Ambidexterity and Two-Weapon Fighting.
He loses this
special bonus when fighting in medium or heavy armor, or when
using a double weapon (such as a two-bladed sword).
Undead Base Attack Bonus: Tomb raiders have a lot
of experience in fighting against undead, as they are constantly
encountered in old tombs. When fighting against undead, they
use the Undead Base Attack Bonus instead of the usual Base Attack
Bonus.
Track: A tomb raider gains Track (see page 85 of the
PHB) as a bonus feat.
Favored Undead: At 1st level, a tomb
raider may select an undead (allip, bodak, devourer, ghast, ghost,
etc.) as a favored undead. (A tomb raider can only select his
own race as a favored undead if he is good.) Due to his extensive
study of his foes and training in the proper techniques for combating
them, the tomb raider gains a +1 bonus to Bluff, Listen, Sense
Motive, Spot, and Wilderness Lore checks when using these skills
against this type of undead. Likewise, he gets the same bonus
to weapon damage rolls against undead of this type. A tomb raider
also gets the damage bonus with ranged weapons, but only against
targets within 30 feet (the tomb raider cannot strike with deadly
accuracy beyond that range.) Unlike the ranger’s ‘Favored Enemy’,
this ability is specialized for undead and can be used against
them without any penalty.
At 5th level and at every five levels thereafter
(10th, 15th, and 20th level),
the tomb raider may select a new favored undead, and the bonus
associated with every previously selected favored undead goes
up by +1. For example, a 15th-level ranger will have
four favored undead, with bonuses of +4, +3, +2, and +1.
Sneak Attack: If a tomb raider can catch an opponent
when he is unable to defend himself effectively from her attack,
she can strike a vital spot for extra damage. Basically, any
time the tomb raider’s target would be denied his Dexterity bonus
to AC (whether he actually has a Dexterity bonus or not), or when
the tomb raider flanks the target, the tomb raider’s attack deals
extra damage.
Unlike the rouge’s sneak attack, the tomb raider’s sneak
attack is specialized for undead. It can damage any undead no
matter if they are immune to critical hits or not. The extra
damage for undead is +1d6 at 1st level and an additional
1d6 every two levels thereafter. It is only half of that for
anything that isn’t undead (rounded down). Should the tomb raider
score a critical hit with a sneak attack, this extra damage is
not multiplied.
Ranged attacks can only count as sneak attacks if the target
is within 30 feet. The tomb raider can’t strike with deadly accuracy
from beyond that range.
With a sap (blackjack) or an unarmed strike, the tomb raider
can make a sneak attack that deals subdual damage instead of normal
damage. She cannot use a weapon that deals normal damage to deal
subdual damage in a sneak attack, not even with the usual –4 penalty,
because she must make optimal use of her weapon in order to execute
a sneak attack.
A tomb raider can only sneak attack a living creature with
a discernible anatomy (besides undead) — constructs, oozes, plants,
and incorporeal creatures lack vital areas to attack. Any creature
that is immune to critical hits (besides undead) is also not vulnerable
to sneak attacks. The tomb raider must be able to see the target
well enough to pick out a vital spot and must be able to reach
a vital spot. The tomb raider cannot sneak attack while striking
a creature with concealment or striking the limbs of a creature
whose vitals are beyond reach.
Traps: Tomb raiders, like rogues, can use the Search
skill to locate traps when the task has a Difficulty Class higher
than 20. Finding a nonmagical trap has a DC of at least 20, higher
if it is well hidden. Finding a magic trap has a DC of 25 + the
level of the spell used to create it.
Tomb raiders, like rogues, can use the Disable Device skill
to disarm magic traps. A magic trap generally has a DC of 25
+ the level of the spell used to create it.
A tomb raider who beats a trap’s DC by 10 or more with
a Disable Device check can generally study a trap, figure out
how it works, and bypass it (with his party) without disarming
it.
Evasion: At 2nd level, a tomb raider
gains evasion. If exposed to any effect that normally allows
a character to attempt a Reflex saving throw for half damage (such
as a fireball), she takes no damage with a successful saving
throw. Evasion can only be used if the tomb raider is wearing
light armor or no armor. It is an extraordinary ability.
Uncanny Dodge: Starting at 3rd level,
the tomb raider gains the extraordinary ability to react to danger
before her senses would normally allow her to do so. At 3rd
level and above, she retains her Dexterity bonus to AC (if any)
regardless of being caught flatfooted or struck by an invisible
attacker. (She still loses her Dexterity bonus to AC if immobilized.)
At 6th level, the tomb raider can no longer
be flanked; she can react to opponents on opposite sides of her
as easily as she can react to a single attacker. The defense
denies other tomb raiders and rogues the ability to use flank
attacks to sneak attack her. The exception to this defense is
that another tomb raider or rogue at least four levels higher
than the character can flank her (and thus sneak attack her).
At 11th level, the tomb raider gains an intuitive
sense that alerts her to danger from traps, giving her a +1 bonus
to Reflex saves made to avoid traps and a +1 dodge bonus to AC
against attacks by traps. At 14th level, these bonuses
rise to +2. At 17th, they rise to +3, and at 20th
they rise to +4.
Special Ability: On achieving 10th level
and every three levels thereafter (13th, 16th,
and 19th), a tomb raider’s gets a special ability of
her choice from among the following:
Crippling Strike: A tomb raider with this extraordinary
ability can sneak attack opponents with such precision that her
blows weaken and hamper them. When the tomb raider damages an
opponent with a sneak attack, that character also takes 1 point
of temporary Strength damage. Ability points lost to damage return
on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll: The tomb raider can roll with a
potentially lethal blow to take less damage from it. Once per
day, when a rogue would be reduced to 0 hit points or less by
damage in combat (from a weapon or other blow, not a spell or
special ability), the tomb raider can attempt to roll with the
damage. She makes a Reflex saving throw (DC = damage dealt) and,
if she’s successful, she takes only half damage from the blow.
She must be aware of the attack and able to react to it in order
to execute her defensive roll – if she is denied her Dexterity
bonus to AC, she can’t roll. Since this effect would not normally
allow a character to make a Reflex save for half damage, the tomb
raider’s evasion ability does not apply to the defensive roll.
Improved Evasion: This ability works like
evasion, except that while the tomb raider still take no damage
on a successful Reflex save against spells such as fireball
or a breath weapon, she now takes only half damage on a failed
save (the tomb raider’s reflexes allow her to get out of harm’s
way with incredible speed.)
Opportunist: Once per round, the tomb raider can
make an attack of opportunity against an opponent who has just
been struck for damage in melee by another character. This attack
counts as the tomb raider’s attack of opportunity for that round.
Even a tomb raider with the Combat Reflexes feat can’t use the
opportunist ability more than once per round.
Skill Mastery: The tomb raider selects a number
of skills equal to 3 +her Intelligence modifier. When making
a skill check with one of these skills, the tomb raider may take
10 even if stress and distractions would normally prevent her
from doing so. She becomes so certain in her skill that she can
use her skill reliably even under adverse conditions. The tomb
raider may gain this special ability multiple times selecting
additions skills for it to apply to each time.
Slippery Mind: This extraordinary ability
represents the tomb raider’s ability to wriggle free from magical
effects that would otherwise control or compel her. If a tomb
raider with a slippery mind is affected by an enchantment and
fails her saving throw, 1 round later she can attempt her saving
throw again. She only gets this one extra chance to succeed at
her saving throw.
Feat: A tomb raider may gain a feat in place of
a special ability.
Improved Two-Weapon Fighting: A tomb raider with
a base attack bonus (not the Undead Base Attack Bonus) of at least
+9 can choose to gain the Improved Two-Weapon Fighting feat (see
page 83 of the PHB) even if he does not have the other prerequisites
for the feat. The tomb raider must be wearing light armor or
no armor in order to use this benefit.
|
The Tomb Raider
|
Level
|
BAB
|
Undead
BAB
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
|
1
|
+0
|
+1
|
+2
|
+2
|
+0
|
Track, 1st favored undead, sneak attack +1d6
(+0d6)
|
|
2
|
+1
|
+2
|
+3
|
+3
|
+0
|
Evasion
|
|
3
|
+2
|
+3
|
+3
|
+3
|
+1
|
Uncanny dodge (Dex bonus to AC), sneak attack +2d6 (+1d6)
|
|
4
|
+3
|
+4
|
+4
|
+4
|
+1
|
|
|
5
|
+3
|
+5
|
+4
|
+4
|
+1
|
2nd favored undead, sneak attack +3d6 (+1d6)
|
|
6
|
+4
|
+6/+1
|
+5
|
+5
|
+2
|
Uncanny dodge (can’t be flanked)
|
|
7
|
+5
|
+7/+2
|
+5
|
+5
|
+2
|
Sneak attack +4d6 (+2d6)
|
|
8
|
+6/+1
|
+8/+3
|
+6
|
+6
|
+2
|
|
|
9
|
+6/+1
|
+9/+4
|
+6
|
+6
|
+3
|
Sneak attack +5d6 (+2d6)
|
|
10
|
+7/+2
|
+10/+5
|
+7
|
+7
|
+3
|
3rd favored undead, special ability
|
|
11
|
+8/+3
|
+11/+6/+1
|
+7
|
+7
|
+3
|
Uncanny dodge (+1 against traps), sneak attack +6d6 (+3d6)
|
|
12
|
+9/+4
|
+12/+7/+2
|
+8
|
+8
|
+4
|
|
|
13
|
+9/+4
|
+13/+8/+3
|
+8
|
+8
|
+4
|
Sneak attack +7d6 (+3d6), special ability
|
|
14
|
+10/+5
|
+14/+9/+4
|
+9
|
+9
|
+4
|
Uncanny dodge (+2 against traps)
|
|
15
|
+11/+6/+1
|
+15/+10/+5
|
+9
|
+9
|
+5
|
4th favored undead, sneak attack +8d6 (+4d6)
|
|
16
|
+12/+7/+2
|
+16/+11/+6/+1
|
+10
|
+10
|
+5
|
Special ability
|
|
17
|
+12/+7/+2
|
+17/+12/+7/+2
|
+10
|
+10
|
+5
|
Uncanny dodge (+3 against traps), sneak attack +9d6 (+4d6)
|
|
18
|
+13/+8/+3
|
+18/+13/+8/+3
|
+11
|
+11
|
+6
|
|
|
19
|
+14/+9/+4
|
+19/+14/+9/+4
|
+11
|
+11
|
+6
|
Sneak attack +10d6 (+5d6), special ability
|
|
20
|
+15/+10/+5
|
+20/+15/+10/+5
|
+12
|
+12
|
+6
|
5th favored undead, Uncanny Dodge (+4 against
traps)
|