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ZION

Hit Dice: d6

Requirements
    Hide: 10 ranks
    Move Silently: 10 ranks
    Disguise: 5 ranks
    Bluff: 5 ranks
    Knowledge (Arcana): 5 ranks
    Base Attack Bonus: +5
    Alignment: Non-lawful
    Evasion ability
    Must be able to cast Arcane Spells
    Special:  Zions are only trained by The Colony.  

Class Skills
All of the following are zion class skills:  Balance, Bluff, Concentration, Craft, Disguise, Escape Artist, Hide, Innuendo, Intimidate, Knowledge (arcana), Move Silently, Open Locks, Perform, Pick Pockets, Profession, Read Lips, Search, Sense Motive, Spellcraft, Spot, and Tumble.

Skill Points Gained at Each Level:  6 + Int modifier
Weapon and Armor Proficiency:  Zions are proficient with all simple weapons and light armors.
Level
Base
Attack
Bonus
Fort
Ref
Will
Special
Spells
1+0
+0
+2
+0
Stealth; Runework
+1 Caster Level
2+1
+0
+3
+0
Uncanny Dodge (Dex to AC); Sneak Attack (+1d6)
+1 Caster Level
3+2
+1
+3
+1
Hide in Plain Sight
+1 Caster Level
4+3
+1
+4
+1
Darkvision
+1 Caster Level
5+3
+1
+4
+1
Uncanny Dodge (can't be flanked)
+1 Caster Level
6+4
+2
+5
+2
Skill Mastery; Sneak Attack (+2d6)
+1 Caster Level
7+5
+2
+5
+2
Improved Evasion
+1 Caster Level
8+6
+2
+6
+2
Slippery Mind
+1 Caster Level
9+6
+3
+6
+3
 
+1 Caster Level
10+7
+3
+7
+3
Shadow Walk; Sneak Attack (+3d6)
+1 Caster Level
 

Stealth:  The Zion is able to take 10 on certain skills even amidst distraction.  The Zion takes 10 on Hide, Move Silently, Search (to detect scrying), and an additional number of skills equal to his Int modifier.

Runework:  The Zion casts spells via the Runeweaving style.

Uncanny Dodge:  This ability is exactly like the Rogue's ability.  If a Zion has class levels in a class that already has Uncanny Dodge, all these levels are counted together to determine the Uncanny Dodge level.

Sneak Attack:  This ability is exactly like the Rogue's ability.

Hide in Plain Sight:  The Zion is capable of using the Hide skill even while being observed.

Darkvision:  The Zion gains the supernatural ability to see in total darkness.

Skill Mastery:  The Zion may choose (2 + Int Modifier) skills.  He is now able to take 10 even amidst distraction and hurried.

Improved Evasion:  If exposed to any attack that normally allows a character to attempt a Reflex saving throw for half damage (such as fireball), he takes no damage with a successful saving throw, he takes only half damage even on a failed save (the Zion's reflexes allow him to get out of harm's way with incredible speed).

Slippery Mind:  This represents the Zions ability to wriggle free from magical effects that would otherwise control or compel her.  If a Zion with a slippery mind is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again.  He only gets this one extra chance to succeed at his saving throw.

Shadow Walk:  To use this ability, the zion must be in an area of heavy shadow.  The Zion is capable of stepping into the boarder ethereal and traveling to the borders of the plane of shadow.  In the region of shadow, he can move at a rate of up to seven miles every 10 minutes, moving normally on the borders of the plane of shadow but much more rapidly relative to the Material Plane.  Thus the Zion can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping onto the Material Plane.  The Zion knows where he will come out on the Material Plane.  The Zion may use this ability for up to 4 hours per day.

Spells:  At each level, the Zion gains spell ability as if he had raised a level in his arcane spellcasting class.  These additional spells are gained in the form of runes.