Liberator

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Liberator
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[The Astrolabe]

Liberator is a custom prestige class with Arelith specific mechanics.

Introduction

A Liberator is an enduring symbol of liberty and freedom from tyranny. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. They particularly direct their efforts against lawful evil societies that are dictatorships or plutocracies. These liberators also target slaveholders, slave traders, and powerful, corrupt governments. However, they also recognize the possibility of tyranny even in a state of anarchy where strong individuals may impose their will on weaker people. Mechanical information is included in the #Class Mechanics on this page and explained in the #Arelith Changes section. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics

Requirements

Alignment restrictions: Chaotic Good

Base attack bonus: +6

Class: Cannot take levels in Vigilante.

Class Features

Hit die: d10

Proficiencies: all simple and martial weapons, all types of armor and shields

Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level)

Class Skills: bluff, climb, concentration, craft mastery, discipline, heal, intimidate, listen, lore, parry, ride, sail, spot, taunt, use traps

Unavailable feats: Scribe Scroll, Craft Wand, Weapon Specialization

Bonus feats: On levels 6 and 9, choose a Method, aka Liberator Bonus Feats

Primary saving throw(s): Fortitude, Will

Base attack bonus: +1/level

Level Progression

Hit points rolls on Arelith are always maximum.

Level BAB Fort Reflex Will Feats HP
1st +1 +2 +0 +2 Brawler 10
2nd +2 +3 +0 +3 Fearless +2, Divine Grace, Divine Smite 20
3rd +3 +3 +1 +3 Turn Undead, Pugilist 30
4th +4 +4 +1 +4 Brutal Attack 1d6 40
5th +5 +4 +1 +4 Fearless +4 50
6th +6 +5 +2 +5 Extra Smiting, Method I (Bonus Feat) 60
7th +7 +5 +2 +5 Brutal Attack 2d6 70
8th +8 +6 +2 +6 Fearless +6 80
9th +9 +6 +3 +6 Aura of Courage, Woodland Stride, Method II (Bonus Feat) 90
10th +10 +7 +3 +7 Brutal Attack 3d6 100

Epic Liberator

Bonus feats: The epic Liberator gains a bonus feat 13, 16, and 19.

Epic Liberator bonus feats: Armor Skin, Epic Improved Combat Casting, Epic Planar Turning, Epic Prowess, Perfect Health, Epic Toughness, Great Smiting, Improved Sneak Attack, Blinding Speed, Epic Weapon Focus, Overwhelming Critical, Great Dexterity; Improved Methods: Improved Method: Complex Experimental Device, Improved Method: Guerilla Warfare, Improved Method: Nightmare Tactics, Improved Method: Secret Identity, Improved Method: Signature Weapon Mastery & non-epic Methods aka Liberator Bonus Feats

Unavailable epic feats: Epic Weapon Specialization, Outsider Shape, Construct Shape, Plant Shape, Undead Shape

Level Feats HP
11th Uncanny Dodge 1 110
12th 120
13th Epic Bonus Feat, Extra Turning, Brutal Attack 4d6 130
14th 140
15th 150
16th Epic Bonus Feat, Divine Synergy, Brutal Attack 5d6 160
17th 170
18th 180
19th Epic Bonus Feat, Great Smiting 1, Brutal Attack 6d6 190
20th Aura of Resolve (TBD) 200

Arelith Changes

Change Level Description
Change - Under construction. Building the transclude feat pages.
Brawler 1
Type of feat: General, Cavalier Bonus, Divine Champion Bonus, Fighter Bonus, Liberator Class, Vigilante Class
Prerequisite: Improved Unarmed Strike, Base attack bonus +4
Automatically granted by: Liberator 1, Vigilante 1
Required for: Pugilist
Specifics: The Brawler gains extra attacks when unarmed. 1 APR at 4 BAB, and 2 APR at 9 BAB. An APR is lost if the brawler dons any armor. Another APR is lost if the brawler wields a shield.
Use: Automatic
Special: Monks and Werewolves do not benefit from these feats. All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats.
Pugilist 3
Type of feat: General, Cavalier Bonus, Divine Champion Bonus, Fighter Bonus, Liberator Class, Vigilante Class
Prerequisite: Brawler, Base attack bonus +9
Automatically granted by: Liberator 3, Vigilante 3
Required for: None
Specifics: The pugilist can wear light armor without losing any unarmed attacks. The pugilist's unarmed damage also scales with 1.5x strength modifier.
Use: Automatic
Special: Monks and Werewolves do not benefit from these feats. All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats.
Method: Gruesome Technique 6
Type of feat: Cause of Freedom Path, Rogue Bonus, Liberator Bonus, Vigilante Bonus
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
Automatically granted by: Harper Scout 3, Vigilante (Cause of Freedom) 5, Zhentarim Operative 3
Required for: Improved Method: Nightmare Tactics
Specifics: Fear nearby enemies in a medium area of effect of 3.33 meters radius on deathblow, trap triggering, or grenade explosion (AoE is the grenade effect for grenades): Choking Powder (extra +4 DC), Thunderingstone (extra +4 DC), Acid/Fire Bomb, Beholder Dust, and Smoke Bomb. DC of 20 + (intimidation / 5) DC versus will. Method Fear: Until end of round, target runs away from origin of fear with 25% movement speed (75% MS reduction). For 2 rounds: -10 AC, -10 Saves, -10 Skills, -10 AB, 50% Spell Failure. However, against player characters this changes to: 1-round fear, -4 malus, 75% movement penalty. Additionally, grants the Use Poison feat.
Use: Automatic
Method: Signature Weapon 6
Type of feat: Cause of Vigilance Path, Rogue Bonus, Liberator Bonus, Vigilante Bonus
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
Automatically granted by: Vigilante (Cause of Vigilance) 5
Required for: Improved Method: Signature Weapon Mastery
Specifics: Anyone can pick up a blade, but it is the wielder who knows how to make their enemies fear it. Wielder gains increased Attack Bonus (+1 soft to the character and not the weapon so it does not improve DR piercing), Damage (+1), and Intimidation (+2) when wielding the Signature Weapon. Signature Weapons can be chosen via using this feat to target a weapon. Can choose Gloves as a Signature Weapon for Unarmed. Signature Weapon bonus for unarmed will only apply when equipped with a glove or a gauntlet.
Use: Automatic (selected via special abilities feat)
Method: Simple Experimental Device 6
Type of feat: Rogue Bonus, Liberator Bonus, Vigilante Bonus
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
Required for: Improved Method: Complex Experimental Device
Specifics: Not all battles can achieve victory through overwhelming strength. Innovators may utilize their innovative intelligence to create devices of distraction or devastation, whichever suits their agenda more. Gains access to grenades.
Use: Automatic
Method: Skirmish Maneuvers 6
Type of feat: Cause of Vindication Path, Rogue Bonus, Vigilante Bonus, Vigilante Bonus
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
Automatically granted by: Vigilante (Cause of Vindication) 5
Required for: Improved Method: Guerilla Warfare
Specifics: The strategist must constantly strategize two steps ahead of the enemy to assure victory even before they know the fight has begun. Gain bonus +2 to Hide and Move Silently always (hard bonus). Dirty Fighting also has +1 AB (soft), 1 second cooldown reduction, and +1 DC.
Use: Automatic
Method: Hidden Persona 6
Type of feat: Vigilante Bonus, Liberator Bonus, Harper Scout Class, Zhentarim Operative Class
Prerequisite: Liberator 6, Vigilante 6
Automatically granted by: Harper Scout 1, Zhentarim Operative 1
Required for: Improved Method: Secret Identity
Specifics: The vigilante leads two separate lives, perhaps a guard or a simple merchant by day. However, the corruption and incompetence of the law have forced them to take on a persona, a completely different identity, by night to exact justice upon the criminally powerful when no one else will. Each unique disguise identity gains increased difficulty to break over time. For every server tick under the same disguise name, the disguise name gains a point. Every 12 points (1 hour active play time) in the same disguise name increases Disguise DC by 1. Hidden Persona has a cap of Character Levels / 3 (max of 10). Secret Identity's cap is 20.
Use: Automatic
Improved Method: Complex Experimental Device 13
Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus
Prerequisite: Liberator 13, Vigilante 13, Method: Simple Experimental Device
Required for: None
Specifics: Not all battles can achieve victory through overwhelming strength. The vigilante may utilize their innovative intelligence to create devices of distraction or devastation, whichever suits their agenda more. The Vigilante class levels are now included in the calculations for the grenade's usage and DC. Also improves the failed save breaches for Disjunction Shard from 3 to 4. Baseline 2 breaches are unchanged. Characters with Improved Method: Complex Experimental Device or at least 2/3 of their levels as Rogue and the Method: Simple Experimental Device feat are now immune to their own Choking Powder cloud.
Use: Automatic
Improved Method: Guerilla Warfare 13
Type of feat: Cause of Vindication Path, Liberator Epic Bonus, Vigilante Epic Bonus
Prerequisite: Liberator 13, Vigilante 13, Method: Skirmish Maneuvers
Automatically granted by: Vigilante (Cause of Vindication) 12
Required for: None
Specifics: The strategist must constantly strategize two steps ahead of the enemy to assure victory even before they know the fight has begun. Gain improved bonus +5 to Hide and Move Silently always (hard bonus). Dirty Fighting also has improved +2 AB (soft), improved to 2 second cooldown reduction, and improved to +2 DC.
Use: Automatic
Improved Method: Nightmare Tactics 13
Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus
Prerequisite: Liberator 13, Vigilante 13, Method: Gruesome Technique
Required for: None
Specifics: Fear nearby enemies in a medium area of effect of 3.33 meters radius on deathblow, trap triggering, or grenade explosion (AoE is the grenade effect for grenades): Choking Powder (extra +4 DC), Thunderingstone (extra +4 DC), Acid/Fire Bomb, Beholder Dust, and Smoke Bomb. DC of 20 + (intimidation / 5) DC versus will. Method Fear: Until end of round, target runs away from origin of fear with 25% movement speed (75% MS reduction). For 4 rounds: -10 AC, -10 Saves, -10 Skills, -10 AB, 50% Spell Failure. Improved fear 2x radius. Improved DC by +3. Improved increased poison DC. However, against player characters this changes to: 1-round fear, -4 malus, 75% movement penalty.
Use: Automatic
Improved Method: Secret Identity 13
Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus, Harper Scout Class, Zhentarim Operative Class
Prerequisite: Liberator 13, Vigilante 13, Method: Hidden Persona
Automatically granted by: Harper Scout 5, Zhentarim Operative 5
Required for: None
Specifics: The vigilante leads two separate lives, perhaps a guard or a simple merchant by day. However, the corruption and incompetence of the law have forced them to take on a persona, a completely different identity, by night to exact justice upon the criminally powerful when no one else will. Each unique disguise identity gains increased difficulty to break over time. For every server tick under the same disguise name, the disguise name gains a point. Every 12 points (1 hour active play time) in the same disguise name increases Disguise DC by 1. Hidden Persona has a cap of Character Levels / 3 (max of 10). Secret Identity's cap is 20.
Use: Automatic
Improved Method: Signature Weapon Mastery 13
Type of feat: Cause of Vigilance Path, Liberator Epic Bonus, Vigilante Epic Bonus
Prerequisite: Liberator 13, Vigilante 13, Method: Signature Weapon
Automatically granted by: Vigilante (Cause of Vigilance) 15
Required for: None
Specifics: Anyone can pick up a blade, but it is the wielder who knows how to make their enemies fear it. Wielder gains increased Attack Bonus (improves to +2 soft to the character and not the weapon so it does not improve DR piercing), Damage (improves to +2), and Intimidation (improves to +5) when wielding the Signature Weapon. Signature Weapons can be chosen via using this feat to target a weapon. Can choose Gloves as a Signature Weapon for Unarmed. Signature Weapon bonus for unarmed will only apply when equipped with a glove or a gauntlet.
Use: Automatic
Divine Synergy 16
Type of feat: Blackguard Class, Liberator Class, Paladin Class
Automatically granted by: Blackguard 17, Liberator 16, Paladin 21
Required for: None
Specifics: Using Divine Might or Divine Shield automatically applies the other feat. Both feats are needed for this to apply. The effects will not stack, they are simply activated simultaneously.
Use: Automatic

Roleplay Tips

Some mechanics developed differently than written, but this original write-up has guidance on class lore. Note that Liberator was originally a sub-class of Vigilante but had to be split out for engine reasons therefore the Vigilante lore write-up includes the spirit of Liberator.

External Links

Spreadsheet for Liberator.