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.
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, Epic Weapon Specialization: Unarmed, 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
Arelith Changes
Change
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Level
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Description
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Bonus Language
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-
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Celestial.
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Brawler
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1
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Type of feat: General, Cavalier Bonus, Divine Champion Bonus, Fighter Bonus, Liberator Class, Vigilante Class
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Prerequisite: Improved Unarmed Strike, Base attack bonus +4
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Automatically granted by: Liberator 1, Vigilante 1
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Required for: Pugilist
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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.
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Use: Automatic
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Special: Monks, Werewolves and while Shapeshifted do not benefit from these feats. All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats.
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Piety
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1
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Liberator gain total piety per tick, based on Liberator level: 1-8 = 0.1%; 9-27 = 0.2%; 28-30 = 0.3%. Other classes do not have this innate piety gain. The default piety tick is -0.1% so the net total from levels 1-8 Piety will not lose piety, then gain 0.1% 9-27, and 0.2% from 28-30.
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Bull's Strength Spell-Like Ability
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2
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Always gives +4 instead of 1d4+1 STR.
- Lasts a number of turns equal to caster level. Once the Liberator has reached class level 10, the feat's duration is hours per caster level.
- 10 minute cooldown, but is also now self-target only.
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Pugilist
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3
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Type of feat: General, Cavalier Bonus, Divine Champion Bonus, Fighter Bonus, Liberator Class, Vigilante Class
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Prerequisite: Brawler, Base attack bonus +9
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Automatically granted by: Liberator 3, Vigilante 3
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Required for: None
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Specifics: The pugilist can wear light armor without losing any unarmed attacks. The pugilist's unarmed damage also scales with 1.5x strength modifier.
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Use: Automatic
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Special: Monks, Werewolves and while Shapeshifted do not benefit from these feats. All classes except Monks, Weapon Masters, and Arcane Archers can take Brawler/Pugilist as general feats.
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Method: Signature Weapon
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5
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Type of feat: Cause of Vigilance Path, Rogue Bonus, Liberator Bonus, Vigilante Bonus
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Prerequisite: Rogue 7, Vigilante 6
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Automatically granted by: Liberator 5, Vigilante (Cause of Vigilance) 5
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Required for: Improved Method: Signature Weapon Mastery
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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.
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Use: Automatic (selected via special abilities feat)
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Improved Method: Signature Weapon Mastery
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12
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Type of feat: Cause of Vigilance Path, Liberator Epic Bonus, Vigilante Epic Bonus
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Prerequisite: Vigilante 13, Method: Signature Weapon
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Automatically granted by: Vigilante (Cause of Vigilance) 15, Liberator 12
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Required for: None
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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.
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Use: Automatic
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Divine Synergy
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16
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Method Bonus Feats
Change
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Level
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Description
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Method: Gruesome Technique
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6
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Type of feat: Cause of Freedom Path, Rogue Bonus, Liberator Bonus, Vigilante Bonus
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Prerequisite: Rogue 7, Liberator 6, Vigilante 6
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Automatically granted by: Harper Scout 3, Vigilante (Cause of Freedom) 5, Zhentarim Operative 3
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Required for: Improved Method: Nightmare Tactics
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Specifics: Fear nearby enemies in a medium area of effect of 3.33 meters radius, on the following:
- Deathblow (No Cooldown)
- Trap triggering (No Cooldown)
- Grenade explosion (AoE is the Grenades area of effect.) (1 minute immunity cooldown for targets):
- Choking Powder (extra +4 DC)
- Thunderingstone (extra +4 DC)
- Beholder Dust
- Smoke Bomb
- Acid/Fire Bomb
DC is of 20 + (intimidation / 5) versus will
Method Fear Effect: 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.
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Use: Automatic
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Special: Additionally, grants the Use Poison feat.
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Method: Grenadier Basics
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6
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Type of feat: Rogue Bonus, Liberator Bonus, Vigilante Bonus
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Prerequisite: Rogue 7, Liberator 6, Vigilante 6
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Required for: Improved Method: Ordnance Familiarity
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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 knowledge to use ordnance and improve Grenades.
- Use: Can use grenades obtained via Shady Deals, using Rogue Levels for the requirement.
- Improve:
- Grenades DC: Adds Rogue Levels / 3 to any DC grenade check.
- Chocking Powder: Rogues with this feat that have at least 2/3 of their total levels as Rogue levels are immune to their own Choking Powder clouds.
- Caltrops: Damage increased by Rogue levels / 3 and increases total damage they can do by Rogue levels * 3.
- Holy Water: Adds (Rogue levels / 2)d4 to the explosion damage, adds Rogue Levels as Splash Damage.
- Acid Flask & Alchemist Fire: Adds (Rogue levels /4)d6 to the explosion damage, adds (Rogue levels/6)d6 as Splash Damage
- Acid Bomb & Fire Bomb: Adds (Rogue levels /4)d6 to the explosion damage, adds (Rogue levels/6)d6 as Splash Damage
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Use: Automatic
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Special: Harper and Zhentarim class levels are added to Rogue levels for all the effects above.
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Method: Skirmish Maneuvers
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6
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Method: Hidden Persona
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6
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Type of feat: Vigilante Bonus, Liberator Bonus, Harper Scout Class, Zhentarim Operative Class
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Prerequisite: Liberator 6, Vigilante 6
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Automatically granted by: Harper Scout 1, Zhentarim Operative 1
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Required for: Improved Method: Secret Identity
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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.
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Use: Automatic
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Improved Method: Guerilla Warfare
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13
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Improved Method: Nightmare Tactics
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13
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Improved Method: Secret Identity
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13
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Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus, Harper Scout Class, Zhentarim Operative Class
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Prerequisite: Liberator 13, Vigilante 13, Method: Hidden Persona
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Automatically granted by: Harper Scout 5, Zhentarim Operative 5
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Required for: None
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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.
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Use: Automatic
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Improved Method: Ordnance Familiarity
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13
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Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus
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Prerequisite: Method: Grenadier Basics and Liberator 13 or Vigilante 13
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Required for: None
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Specifics: Not all battles can achieve victory through overwhelming strength. The Vigilante/Liberator may utilize their innovative intelligence to create devices of distraction or devastation, whichever suits their agenda more.
- The Vigilante/Liberator class levels are now included in the calculations as Rogue Levels for Grenades use and improvement, but not for Shady Deals grenade acquisition.
In addition:
- Disjunction Shard:improves the failed save breaches for Disjunction Shard from 3 to 4. Baseline 2 breaches are unchanged.
- Choking Powder: Characters with Improved Method: Ordnance Familiarity are immune to their own Choking Powder cloud.
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Use: Automatic
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Special: All Harper levels are also counted for this feat.
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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.