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(d20 core class) Wise Woman

(Wise Woman)

Base Attack Bonus: As Cleric
Saving Throws: As Cleric
Alignment: Any (usually that of god)
Hit Die: d8

Class skills are as follows: Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (All skills), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str) and Tumble (Dex).

Skill Point at 1st Level (2 + Int modifier) ?4
Skill Points after 1st: 2 + Int modifier

Weapon and Armor Proficiency:
Hakima are Proficient in all simple weapons including short sword and war hammer. Hakima are proficient in light and medium armor and shields. Armor check penalties apply for all armor heavier than leather. Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment. For every AC a character has above +3 due to armor/shields, the character suffers a -1 penalty to attack rolls, skill checks and ability checks.

Spells: as Cleric, see Hakima Spell List
Deity, Domains and Domain Spells: As a Cleric with the two domains of Knowledge and Protection.
Spontaneous Casting: As a Cleric
Alignment Spells: As described under Clerics
Bonus Languages: As described under Cleric

Granted Powers: A Hakima has extraordinary powers that allow her to perceive the truth. She must make a wisdom check in order to perceive such truths with a bonus of +1 for every two levels.

1st level: A Hakima can detect truth in spoken word DC (12).

A Hakima can determine an individual's true class and station by watching them eat and drink DC (13).

3rd level: A Hakima may search for secret and concealed doors, panels or similar items DC (14).

6th level: A Hakima is able to detect illusions and mirages DC (20), DC (25) if genies are involved.

9th level: A Hakima may reveal enchantments, both the general functions of a magic item and charms, curses, etc. inflicting an individual DC (22), DC (27) if genies are involved.

Restricted Magic Item Use: A Hakima may only use magic items usable by all classes.