“My blood may be cold, but my heart is noble and true. My sword can say the same.”
The desire to do right boils in the veins of every mogogol. With the zubbit, however, it also pounds with every beat of his heart. Enamored with the concept of the champion protector of good, the zubbit has made it his obsession. The zubbit dresses the part of a true knight-even if the armor is leather, the sword is made of wood, and he may be a rogue by vocation. Never-the-less, he adheres to a strict code of honor and has honed his combat abilities to best defend the helpless, uphold the righteous, and destroy the wicked.
The zubbit has learned to inspire others to feats of action and courage, to make the most of meager arms and armor, and harness uncanny luck. His idealistic nature and impeccable moral compass gives him an air of nobility.
Role: Zubbits are warriors and leaders. They are best at strengthening weak points during combat.
Hit Die: d10
To qualify to become a zubbit, a character must fulfill all of the following criteria:
Base Attack Bonus: +4.
Skill Points at Each Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+0||+0||+1||Armor of the heart +1, inspiring aura (adjacent)|
|2nd||+2||+1||+1||+1||Claws of the meek +1|
|4th||+4||+1||+1||+2||Courageous aura (adjacent), armor of the heart +2|
|5th||+5||+2||+2||+3||Claws of the meek +2|
|6th||+6||+2||+2||+3||Inspiring aura (10 feet)|
|7th||+7||+2||+2||+4||Armor of the heart +3|
|8th||+8||+3||+3||+4||Claws of the meek +3|
|9th||+9||+3||+3||+5||Courageous aura (10 feet)|
|10th||+10||+3||+3||+5||Armor of the heart +4|
The following are class features of the zubbit prestige class.
Weapon and Armor Proficiency
Zubbits are proficient with all simple and martial weapons, with light and medium armor, and with all shields.
At 1st level, the zubbit gains a +1 dodge bonus to AC, and a +1 moral bonus to Fortitude and Reflex saving throws while wearing light or medium armor. This bonus increases by +1 at 4th, 7th, and 10th level.
At 2nd level, whenever you are wielding a simple or martial melee weapon that is both mundane and non-magical, you gain a +1 enhancement bonus to hit and damage rolls with that weapon. This bonus increases by +1 at 5th and 8th level. A mundane weapon is one that costs the same or less than those listed in the equipment section of this game core rulebook and has no special bonuses related to design, material, or enchantment.
At 3rd level, the mogogol may make a 10-foot step, which is the same as a 5-foot step except that the distance traveled is 10 feet. This step must be in a straight line.
Starting at 4th level, the zubbit’s allies gain a +4 morale bonus on savings throws versus fear effects when standing adjacent to him. At 9th level, this effect extends out to a 10-foot radius.
Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz