Reborn

Upon reaching the afterlife in Amensi, all souls have the option to be born anew into mortal flesh, though they lose all their memories of their past life by doing so, regaining them only after dying once more. Whether through destiny, luck, or divine provenance, some souls retain some memories of their past life, which influences their future. Those who choose to pursue the paths of past memory rather than travel new paths are known as Reborn. They relearn the thoughts, feelings, and experiences of their former lives as they tap into the memories to gain knowledge, skills, and information.

Adventures: Reborn adventure to practice their abilities and discover new aspects of their past memories. They seek locations important to their past and bits of lost knowledge or lore to enhance their abilities and skills. Reborn also gain insight into their personal memories by spending time with people in stressful and dangerous situations, which brings sudden flashes of memory to the surface. As important as the past memory is, reborn know that their current memories are just as important. They choose not to sit back and learn about things passively, preferring to be there when important things happen.

Characteristics: Reborn are neither warriors, nor spellcasters, nor prophets. Rather, they are some combination of all these and more. No two reborn are the same, since all led their past lives differently. Reborn are most strongly influenced by a single past life, either their most recently lived or the most important or powerful. This previous lifepath lends itself to the current life, giving definition to the reborn.

Alignment: Reborn may be of any alignment, though few are neutrally aligned. They tend towards either chaos, as their past memories conflict with one another, slowly driving the reborn mad, or towards law, needing the structure to prevent such madness.

Religion: Reborn may be of almost any religion and are not found more commonly among one than any other. However, reborn are never found among the followers of Eul. The reborn embrace the cycle of life and death, and Eul destroys it. Worshipers of devils, demons, and other such evil beings are not commonly reborn, such souls finding themselves waylaid on the way to Amensi by the very beings they so revered in life. Foreign invader deities are only rarely worshiped, as their worshipers are never allowed to be reborn from the afterlife.

Background: Reborn are seldom tied to any one organization. Their constant search for new experiences to expand their new memories and unlock old ones fills them with a wanderlust seen in few other peoples. They often have contradictory personalities, focused on their mental disciplines and yet free spirited and highly adaptive. Because of their powers and ability to master so many skills, a reborn might be a blacksmith in one city, move to the next to become a physician, then find work in a third as an animal trainer.

Races: Reborn may be found amongst most races, though they are found most commonly among the Kreen, who already possess a potential to access racial memories, their own past lives being part of that memory. Dwarves are the next most common reborn, but reborn are infrequently found among the Maus, Doppelgangers, and Scylgris. Forged are never reborn, because they have no past or future lives, lacking the natural soul capable of rebirth. Humans and other outsider races are also never reborn, as the rebirthing process in Amensi disallows such souls to continue in the cycle.

Other Classes: Reborn work well with anyone. Their abilities make them extremely adaptable and always useful. Likewise, they usually respect the sills of others and feel as much at home telling war stories with a fighter as debating esoterica with a wizard.

Entry Requirements

Despite being a base class, there are certain requirements to taking levels in the reborn class.

Game Rule Information

Reborn have the following game statistics.

Abilities: Reborn are not reliant on any one ability. Constitution helps by increasing hit points. Intelligence helps boost skill gain as well as potential spellcasting. Wisdom or Charisma may also help spellcasting. Strength and Dexterity may help with combat, if the reborn chooses that path.
Alignment: Any, though they tend towards either Lawful or Chaotic.
Hit Die: d6.

The Reborn

Base FortRefWill
Level Attack Bonus SaveSaveSave Special
1st +0 +0+0+0 Past lifepath, recalled memory, skill memory (+2)
2nd +1 +0+0+0 Recalled memory
3rd +2 +1+1+1
4th +3 +1+1+1 Recalled memory
5th +3 +1+1+1 Skill memory (+4)
6th +4 +2+2+2 Recalled memory
7th +5 +2+2+2 Second past lifepath, second recalled memory
8th +6/+1 +2+2+2 Recalled memory
9th +6/+1 +3+3+3 Second recalled memory
10th +7/+2 +3+3+3 Recalled memory, skill memory (+6)
11th +8/+3 +3+3+3 Second recalled memory
12th +9/+4 +4+4+4 Recalled memory
13th +9/+4 +4+4+4 Second recalled memory
14th +10/+5 +4+4+4 Third past lifepath, recalled memory, third recalled memory
15th +11/+6/+1 +5+5+5 Second recalled memory, skill memory (+8)
16th +12/+7/+2 +5+5+5 Recalled memory, third recalled memory
17th +12/+7/+2 +5+5+5 Second recalled memory
18th +13/+8/+3 +6+6+6 Recalled memory, third recalled memory
19th +14/+9/+4 +6+6+6 Second recalled memory
20th +15/+10/+5 +6+6+6 Recalled memory, third recalled memory, skill memory (+10)

Class Skills: Class skills are defined by the character's Past Lifepath (see below).
Skill Points at 1st level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.


Class Features

The following are class features of the reborn.

Weapon and Armor Proficiency: Weapon and armor proficiency is defined by the past lifepath (see below).

Base Saves: Choose either Fortitude, Reflex, or Will saves. The base saves for this type increases to Good progression.

Skill Memory (Su): Reborn can reach into their past memories to gain insight into a needed skill—even one in which the character has no ranks and cannot use untrained (but not a language). After a full round of concentration, the reborn gains a +2 bonus to a single skill check attempt made the next round. The reborn can use skill memory once per day per two reborn levels (once per day at 1st through 3rd level, twice per day at 4th and 5th levels, three times per day at 6th and 7th levels, etc.).
   At 5th level, this bonus increases to +4. At 10th level, it increases to +6. At 15th level, it increases to +8. At 20th level, it increases to +10.

Past Lifepath: At 1st level, a reborn gains some of the memories of one of his past lives. This life is either the most recent past life or one of the most important or powerful lives the reborn has lived and has great influence on the future of the reborn. Each archetype gives access to varying abilities to the reborn. Choose one of the following archetypes to represent that past life.
At 7th level and again at 14th level, the reborn gains access to the memories of another major past life. These new lifepaths must be a different archetype than previously selected lifepaths.

Warrior - The warrior was a fighter, barbarian, paladin, ranger, or other front line combatant. The warrior may have been of almost any background, from soldier to mercenary to common thug. The common factor is that physical combat played a key role in life.
Hit Die: If Warrior is your primary Past Lifepath, then your Hit Die is d8 not d6.
Class Skills - Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (any one knowledge skill chosen at 1st level, may not be changed later) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapons and Armor - All simple and martial weapons; light and medium armor; shields (but not tower shields).
Recalled memories:
  • Battle Memory - Once a day, the reborn may concentrate for 1 full round. Afterward, for 1 round per class level, the reborn gains a +3 competence bonus to attack and damage rolls and a +3 Dodge bonus to AC. May only be selected once.
  • Combat Prowess - You gain a bonus fighter feat for which you meet the prerequisites and your base attack bonus increases by +1. Base attack bonus may never be increased higher than effective character level. May be selected multiple times.
  • Expeditious - Your base land speed increases by 10 feet. May only be selected once.
  • Rage - Gain the rage ability of a barbarian usable 1/day. May be selected a second time, granting a second daily use of rage. May only be selected twice.
  • Smite Opposing Alignment - As the paladin ability, once per day, plus one additional daily use per five character levels. You must have a non-neutral alignment. If you are Good, you gain Smite Evil. If you are Chaotic, you may gain Smite Law. May only be selected once
  • Sneak Attack/Skirmish - Gain +1d6 sneak attack damage, exactly as the rogue class feature. May be selected multiple times, gaining an additional +1d6 damage each time. If using Skirmish, then use Skirmish damage progression as given in Complete Adventurer.
  • Special Mount - Minimum level, 6th. Determined exactly as a paladin's special mount, with the following exceptions. The special mount is not summoned from celestial realms and does not return there. The thirty day wait period if it dies is the time it takes to find a suitable replacement. It's body does not disappear upon death. If it is restored from the dead, then it may be used again immediately, and the reborn no longer suffers the -1 penalty on attack and damage rolls. May only be selected once.


Expert - The expert was once a master of a profession or perhaps a jack of all trades. From simple blacksmith to collegiate professor, the expert was a master of knowledge and skill.
Class Skills - All skills are class skills for a reborn with an expert lifepath.
   Experts gain an additional 2 skill points per level, for a total of 8 + Int modifier. (8 + Int modifier) × 4 at 1st level.
Weapons and Armor - All simple and one martial weapon (player's choice); light armor and shields (but not tower shields).
Recalled memories:
  • Craft Affinity - You gain a bonus item creation feat for which you meet the prerequisites. May be selected multiple times.
  • Intellectual Agility - Minimum level 8th. You can apply your intelligence to physical situations. You may add your Int mod in place of your Dex mod to your initiative checks and Reflex saves. May only be taken once.
  • Intellectual Prowess - Minimum level 8th. You can apply your intelligence to physical situations. You may add your Int mod in place of your Str mod when interacting with the environment and making grapple checks. This bonus does not increase attack or damage rolls. May only be taken once.
  • Memory Delve - You can delve into your past memories. This functions like Bardic Knowledge (PHB p28).
  • Quick Crafting - The time it takes you to craft items is reduced by half.
  • Skill Focus - You gain a permanent +4 bonus to any one skill of your choice. May be selected multiple times, each time for a different skill.
  • Skill Mastery - Select a number of skills equal to 1 + Int modifier. You may take 10 on these skills even if stress or distraction would normally prevent you from doing so.
  • Sneak Attack - Gain +1d6 sneak attack damage, exactly as the rogue class feature. May be selected multiple times, gaining an additional +1d6 damage each time. May be selected multiple times.
  • Trapfinding - You can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. This functions like the rogue class feature (PHB p50). May only be selected once.


Reborn Magic

Spells per Day    Spells Known
Magical
Knowledge
 0  1st 2nd 3rd 4th 5th 6th 7th 8th 9th  0  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2 4 2
2 4 3 4 2
3 4 3 2 4 3 1
4 5 4 3 2 4 3 2 1
5 5 4 4 3 2 5 4 2 2 1
6 5 5 4 4 3 2 5 4 3 2 2 1
7 6 5 5 4 4 3 2 5 5 3 3 2 2 1
8 6 5 5 5 4 4 3 2 6 5 4 3 3 2 2 1
9 6 6 5 5 5 4 4 3 2 6 5 4 4 3 3 2 2 1
10 6 6 6 5 5 5 4 4 3 2 6 5 5 4 4 3 3 2 2 1
11 6 6 6 6 5 5 5 4 4 3 7 5 5 4 4 4 3 3 2 2
Spellcaster - Whether arcane or divine, the spellcaster was a practitioner of magic of some sort in his past life.
When choosing the spellcaster lifepath, you must choose a specific spell list, such as the sorcerer/wizard, cleric, or druid. When selecting spells, you may only use spells from that list. Reborn are limited to spells known and cast spontaneously, much like a sorcerer. They remember only the spells they knew in their past life and perhaps learning a very few more in their present life. Even if the previous class prepared spells, the reborn has a limited list of spells known and casts spontaneously, able to remember what the spell felt like when prepared in a past life and cast it from that experience.
   A reborn's Caster Level is equal to the number of times he has taken the Magical Knowledge Recalled Memory x2 to a maximum of his effective character level.
   When taking levels in a prestige class that advances spellcasting, a reborn instead gains a new recalled memory in his Spellcaster archetype when it is indicated that he would do so.
Class Skills - Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
   If you select an arcane spell list, add Decipher Script (Int) and Use Magic Device (Cha) to class skills.
   If you select a divine spell list, add Diplomacy (Cha) and Heal (Wis) to class skills.
Weapons and Armor - All simple weapons and light armor. If you selected an arcane list, then spell failure chance from armor applies.
Recalled memories:
  • Armored Mage - Arcane caster only. You may ignore spell failure chance from light armor. May only be selected once.
  • Magical affinity - You gain a metamagic feat or an item creation feat. If you are an arcane caster, you may also gain Spell Mastery. If you are a divine caster, you may also gain a Divine feat or Extra Turning. You must meet all the prerequisites for the feat. May be selected multiple times.
  • Magical knowledge - You gain access to a more spells per day and spells known as indicated in the Reborn Magic sidebar. A Spellcaster gains bonus spells based on the primary attribute of the spell list he has chosen. For example, Intelligence (or Cha) for Wizard/Sorcerer, Wis for Cleric, etc. May be selected multiple times.
  • Magical familiar - You gain a familiar exactly as the sorcerer class ability (PHB p54). May only be selected once.
  • Remembered spells - You remember two new spells that you once knew, permanently adding them to your list of spells known. These spells may be of any level you can currently cast, but the two spells can not be the same level. May be selected multiple times.
  • Spell Familiarity - Select one spell you know of up to one level lower than the highest level spell you can cast. You gain the ability to use this spell as a spell like ability three times a day. May be selected multiple times.
  • Turn Undead - Divine caster only. As the cleric ability. May only be selected once.


Reborn Psychic

Psychic
Knowledge
Power Points
per Day
Powers Known    Maximum Power
Level Known1
   Psionic Mantles2
1 2 2 1st First Mantle
2 5 3 1st
3 12 5 2nd Second Mantle
4 25 7 3rd
5 35 9 4th
6 50 11 5th Third Mantle
7 60 13 6th
8 85 15 7th
9 115 17 8th Fourth Mantle
10 150 19 9th
11 190 22 9th Fifth Mantle
1 Use this column only if you choose to use a powers list.
2 Use this column only if you choose to use psionic mantles instead of a powers list.
Psychic - Much like the Spellcaster archetype, the psychic was an advanced user of psionic power in his past life.
When choosing the psychic lifepath, you must choose a specific power list, such as the psychic warrior, psion/wilder, or the ability to obtain and use psionic mantles.
   A reborn's Manifester Level is equal to the number of times he has taken the Psionic Knowledge Recalled Memory x2 to a maximum of his effective character level.
   When taking levels in a prestige class that advances manifesting, a reborn instead gains a new recalled memory in his Psychic archetype when it is indicated that he would do so.
Class Skills - Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Use Psionic Device (Cha).
Weapons and Armor - All simple weapons and light armor. If you selected an arcane list, then spell failure chance from armor applies.
Recalled memories:
  • Psychic affinity - You gain a psionic feat, a metampsionic feat, or a psionic item creation feat. If you are an arcane caster, you may also gain Spell Mastery. If you are a divine caster, you may also gain a Divine feat or Extra Turning. You must meet all the prerequisites for the feat. May be selected multiple times.
  • Psychic knowledge - You gain access to more power points per day and powers known as indicated in the Reborn Psychic sidebar.
       If you are using a powers list, you gain bonus power points based on the primary attribute of the powers list he has chosen. For example, Intelligence (or Cha) for Psion/Wilder, Wis for Psychic Warrior, etc.
       If you are using mantles, you gain bonus power points based on Wisdom. You might also gain access to a new mantle. You gain the granted ability of any mantle you possess.
       May be selected multiple times.
  • Remembered powers - You remember two new powers that you once knew, permanently adding them to your list of powers known. These powers may be of any level you can currently manifest, but the two powers can not be the same level. May be selected multiple times.
  • Psychic Familiarity - Select one power you know of up to one level lower than the highest level power you can manifest. You gain the ability to use this power as a psilike ability two times a day. May be selected multiple times.



Recalled Memory: At most levels, you gain access to a Recalled Memory, a Second Recalled Memory, and/or a Third Recalled Memory. These function similarly to gaining bonus feats, and you must meet all prerequisites (if any). Recalled Memories are selected from the list of associated with your First Past Lifepath. Second Recalled Memories are selected from the list associated with your Second Past Lifepath. Third Recalled Memories are selected from the list associated with your Third Past Lifepath. You may only select a recalled memory from the appropriate lifepath archetype or the following list of generic memories.

Generic Recalled Memories:


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