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7th Sea Errata
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NACHT SORCERER
Requirements
To qualify as a student of Nacht sorcery, a character must
fulfill the following criteria:
Base Attack: +2
Membership: Die Kreuzritter
Special: The user must don the Black Ring to possess Nacht
Sorcery.
Game Rule Information
Alignment: Any
Hit Die: d10
|
Level |
Base
Atk |
Fort
Save |
Ref
Save |
Will
Save |
Special |
|
1 |
+0 |
+2 |
+0 |
+2 |
The Dark Paths, Sneak
Attack +1d6 |
|
2 |
+1 |
+3 |
+0 |
+3 |
Attacking Through the Shadows |
|
3 |
+2 |
+3 |
+1 |
+3 |
Sneak Attack +2d6 |
|
4 |
+3 |
+4 |
+1 |
+4 |
Extended Resistance |
|
5 |
+3 |
+4 |
+1 |
+4 |
Sneak Attack +3d6 |
Class Skills
The sorcerer’s class skills (and the key ability for each skill)
are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape
Artist (Dex), Gather Information (Ch), Hide (Dex), Intuit Direction (Wis),
Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pick
Pocket (Dex), Search (Int), Sense Motive (Wis) and Spot (Wis).
Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are class features of the Nacht sorcerer
prestige class:
Weapon and Armor Proficiency: A Nacht Sorcerer’s weapon training
focuses on weapons suitable for stealth and sneak attacks. Thus the Nacht
sorcerer is proficient with the crossbow (hand or light), sap, all
non-exotic small blades, and all non-exotic fencing blades. He is not
proficient in the use of armor or shields.
The Dark Paths (Su): A Knight who possesses Nacht sorcery may
enter the Dark Paths as a move equivalent action as long as he’s touching
or partially in a shadow, including his own. Unless in total darkness or
an area with lighting designed to eliminate all shadows, this is usually a
simple requirement to fulfill. Characters wearing a Cloak of Shadows may
also enter the Dark Paths as a move equivalent action to raise the hood on
the Cloak; they don’t have to be touching a shadow to do so. When entering
the Dark Paths by either method, a character can bring along only 20
pounds of equipment, and he can never bring another living creature
across. (Once in the Dark Paths, however, the Cloaks may transport anyone
touching them; their power is stronger here.) There are no known natural
entries to the Dark Paths.
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