Cleric

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Cleric Empty Cleric

Mensagem  TlTl Sex Set 10, 2010 7:58 am

Cleric Ir_cleric
Cleric
(BASE CLASS)
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn.

WARNING: To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a cleric must have a Wisdom of 12.

- Hit Die: d40.
- Proficiencies: All simple weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).


LEVEL:

1. Turn Undead: With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the cleric's Charisma modifier. The cleric's level and Charisma are used to determine how many undead are turned.
2. Jump: A successful check allows a character to jump over pits, vault low fences.
3. Brew Potion: The character can create a potion of any spell of 3rd level or lower that the character knows and that targets a single creature.


INFO:

- Main attribute:  Wisdom (WIS);
- Must have 19 base WIS to cast all the 9 spell ranks;
- Best races: Human, Half-Elf, Elf, Dwarf;
- Recommended Equipment: Morning Star, Mace, Warhammer, Light Hammer, Light Flail, Heavy Flail, Scythe (Necromancer), Quarterstaff, Staff, Longsword, Great Sword,Heavy Armor, Large Shield.



Cleric Prestige Classes (23):

Healer
Warpriest
Combat Medic
Hospitaler
Hierophant
Contemplative
Necromancer
Master of Shrouds
Black Flame Zealot
Brimstone Speaker
Heartwarder
Thrall of Orcus
Thrall of Graz'zt
Divine Elemental Savant of Air
Divine Elemental Savant of Earth
Divine Elemental Savant of Fire
Divine Elemental Savant of Water
Soldier of Light
Stormlord
Battleguard of Tempus
Mighty Contender of Kord
Drow Judicator
Alaghar


Soon: Archivist


Última edição por TlTl em Ter Ago 30, 2022 8:07 pm, editado 4 vez(es)
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Cleric Empty Healer

Mensagem  TlTl Ter Set 14, 2010 10:59 am

Cleric Ir_cbtmedic
Healer
(PRESTIGE CLASS)
The hurts of the world are manifold. Minor accidents are common, and usually easily dealt with. However, when conflict and all-out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned Clerics are called upon to heal, their complex obligations and abilities often get in the way of pure solace and remediation. Not so the Healer. One of the Healer's great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid.
Empathetic, a Healer is adept both at detecting the ailments of allies and understanding the coarse, unruly thoughts of beasts. Her way with animals wins her friends among otherwise savage creatures of the wild.
A Healer is easy to spot. She moves about behind an adventuring company or combat unit, applying her divine skills to bring relief to the injured. After she passes, the wounded press forward with renewed vigor, and the fallen may yet rise again.

- Hit Die: d30
- Skill Points: 4 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Alignment: Good
Skill: Lore 6

ABILITIES:

Level
1: Healing Hands - 5% more power to all healing spells per CHA modifier.
Cure Minor Wounds.
2: Skill Focus (Heal).
Cure Light Wounds.
3: Cleanse Paralysis.
Cure Moderate Wounds.
4: Cleanse Disease.
Cure Serious Wounds.
5: Cleanse Fear.
Cure Critical Wounds.
Mass Cure Light Wounds.
6: Cleanse Poison.
Mass Cure Moderate Wounds.
Close Wounds. <<<<<<<<<<<<<<<
7: Cleanse Blindness.
Heal.
Mass Cure Serious Wounds.
8: Cleanse Spirit.
Mass Cure Critical Wounds.
Celestial Companion.
9: Cleanse Petrification.
New Limb - A Healer deals with certain kinds of maladies so often, that eventually she can cure (Regenerate) them without resorting to a spell.
Mass Heal.
10: New Life - The Healer can bring dead creatures back to life.

Regras & Sugestões:

- Ao escolher essa classe, você deverá possuir os 10 levels;
- A classe Healer usa WIS para castar igual ao Cleric, no entanto o CHA deixa as spells dele mais forte;
- Não pegue os feats que a classe já vai ganhar em certo level. Exemplo: Skill Focus (Heal);


Última edição por TlTl em Sex Ago 12, 2022 4:17 pm, editado 3 vez(es)
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Cleric Empty Warpriest

Mensagem  TlTl Ter Set 14, 2010 11:02 am

Cleric Ir_cleric
Warpriest UNDER CONSTRUCTION
(PRESTIGE CLASS)
Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities and devotion to their deities make them fearsome combatants.
Clerics make natural warpriests. Other classes must have at least one Cleric level to qualify as warpriests because of the domain requirements.

- Hit Die: d80
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Base Attack: 5
Feat: Combat Casting
Skill: Persuade 5
Domains: Destruction, Protection, Strength or War

ABILITIES:

Level
1: Rally - Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level.
2: Inflame - Provides those who listen a morale bonus on saving throws against any mind influencing effect. The bonus begins at +2 for a 2nd level Warpriest and increases by +2 each even numbered level thereafter. This effect lasts 5 minutes, plus 1 minute per level of the Warpriest.
3: Healing Circle.
6: Fear Aura.
7: Mass Haste.
8: Mass Heal.
10: Implacable Foe - While in use, allies within the radius who take enough damage to become disabled or dying ignore the effects of that damage and continue fighting. Death occurs instantly at -500 hit points.

Regras & Sugestões:

- Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Seg Ago 22, 2022 1:31 am, editado 3 vez(es)
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Cleric Empty Combat Medic

Mensagem  TlTl Ter Set 14, 2010 11:03 am

Cleric Ir_cbtmedic
Combat Medic
(PRESTIGE CLASS)
On the front lines of battle, injury is inevitable. Where the carnage is at its worst, the combat medic can be found, keeping her allies alive and tending to the fallen. For a combat medic, the goal is not to kill the enemy but to make sure the enemy does not kill her troops. Her ability to keep forces fighting makes her invaluable to an army. She is entrusted with the care of the best forces available, sometimes even assigned to elite strike teams.

- Hit Die: d60.
- Skill Points: 2 + Int Modifier.
- Divine Caster Level: 1.

REQUIREMENTS:

Class: Cleric
Alignment: No Evil
Feats: Combat Casting, Dodge
Skills: Concentration 4, Heal 8

ABILITIES:

Level
1: Healing Kicker Sanctuary - Whenever you cast a healing spell on an ally, you can choose to imbue the spell with a Sanctuary effect.
2: Defensive Casting - A Combat medic is capable of spellcasting even under the most dangerous circumstances. You gain a competence bonus equal to your class level on Concentration checks.
Field Healer - A Combat medic becomes adept at administering first aid quickly and while under duress. You gain a competence bonus equal to your class level on Heal checks.
3: Healing Kicker Reflex - Whenever you cast a healing spell on an ally, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level.
Mobility - A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them.
4: Evasion - Whenever a Reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.
5: Healing Kicker Aid - Whenever you cast a healing spell on an ally, you can choose to the spell with a maximized Aid effect.
Spontaneous Heal - The Combat medic can cast Heal at will.

Regras & Sugestões:

- Ao escolher essa classe, você deverá possuir os 5 levels.


Última edição por TlTl em Seg Ago 08, 2022 1:09 pm, editado 2 vez(es)
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Cleric Empty Hospitaler

Mensagem  TlTl Ter Set 14, 2010 11:03 am

Cleric Ic_hospitaler
Hospitaler UNDER CONSTRUCTION
(PRESTIGE CLASS)
It is the duty of knights Hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities. Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care.

- Hit Die: d90
- Proficiency: Martial Weapons
- Skill Points: 2 + Int modifier
- Divine Caster Level: 1/3.

REQUIREMENTS:

Class: Cleric
Alignment: No Chaotic
Base Attack: 4
Skills: Discipline 5, Lore 5

ABILITIES:

Level
1: Remove Disease.
2: Bonus Feat.
3: Bonus Feat.
4: Bonus Feat.
5: Bonus Feat.
6: Bonus Feat.
7: Bonus Feat.
8: Bonus Feat.
9: Bonus Feat.
10: Lay on Hands - If Hospitaler has positive Charisma modifier, then she can cure a number of hit points equal to her Charisma modifier x Hospitaler level.

BONUS DIVINE SPELLS:

Upon gaining a level in Hospitaler, the character gains new spells per day as if he had also gained Cleric levels.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.
Dica:Essa classe irá contar os levels de caster e será como uma mistura de fighter/paladino adicionada ao clérigo, já que o mesmo ganhará Lay on Hand e um monte de Feats extras. Não pegue os feats que você já irá ganhar de graça (Divine Might e Divine Shield).


Última edição por TlTl em Seg Ago 22, 2022 1:31 am, editado 3 vez(es)
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Cleric Empty Hierophant

Mensagem  TlTl Ter Set 14, 2010 11:04 am

Cleric Ir_hiero
Hierophant
(PRESTIGE CLASS)
A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The Hierophant prestige class is open to power divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel.

- Hit Die: d30
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1.

REQUIREMENTS:

Class: Cleric
Divine Spellcasting: Able to cast 7th level spells
Feats: Any Metamagic feat (Empower/Maximize/Still/Silent/Quicken/Extended Spell)
Skill: Lore 15

ABILITIES:

Level
1: Spell Like Ability I - Gains a known spell as an ability.
Spell Power 2 - Bonus to spell save DC.
Hierophant Feat - May choose a bonus Metamagic feat or Spell Focus.
2: Spell Like Ability II.
Spell Power 4.
Hierophant Feat.
3: Master of Energy - Bonus to turn undead.
Spell Like Ability III.
Spell Power 6.
Hierophant Feat.
4: Faith Healing - Healing is maximized against similar alignments. Heal and Harm spells will be 30% more effective.
Spell Like Ability IV.
Spell Power 8.
Hierophant Feat.
5: Blast Infidel - Negative is maximized against opposed alignments. Heal and Harm spells will be 30% more effective.
Spell Like Ability V.
Spell Power 10.
Hierophant Feat.

INFO:

.


Última edição por TlTl em Seg Ago 22, 2022 1:29 am, editado 6 vez(es)
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Cleric Empty Contemplative

Mensagem  TlTl Ter Set 14, 2010 11:04 am

Cleric Ir_contemplative
Contemplative
(PRESTIGE CLASS)
For any servant of a deity, no joy is greater than at those rare moments when the presence of her patron deity is a real, tangible force, sending shivers of power through her body and sending her soul soaring. For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to cultivating it, hoping to attain a greater closeness to their deity through a life of contemplation. Spending hours in prayer and meditation, these devoted followers purify their souls, making them worthy of closer contact with the divine. While some contemplatives withdraw from the world into private retreats, others remain active, even adventuring, finding that true nearness to their deity comes from living out their deity's will in the world. In return, they find their minds, bodies, and souls purified, perfected, and finally brought close to union with their deity.

- Hit Die: d60
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Skill: Lore 13

ABILITIES:

Level
1: Bonus Domain - The contemplative gains access to an additional domain: Knowledge, grating +1 caster level on all Divination spells and the following spells at the specified spell level: Identify (1), Knock (2), Clairaudience and CLarivoyance (3), True Seeing (4), Legend Lore (6).
2: Slippery Mind - The contemplative gains the slippery mind feat.
3: Divine Wholeness - Once per day, the contemplative can heal herself 4 times her contemplative level in hit points.
4: Bonus Domain - The contemplative gains access to an additional domain: Illusion, grating +1 caster level on all Illusion spells and the following spells at the specified spell level: Blur (2), Mirror Image (3), Phantasmal Killer (4), Shadow Shield (8).
5: Divine Body - The contemplative becomes immune to poison.
Divine Health - The contemplative is immune to disease.
6: Bonus Domain - The contemplative gains access to an additional domain: Time, grating Improved Initiative feat for free and the following spells at the specified spell level: Expeditious Retreat (1), Haste (4), Mass Haste (7), Premonition (9).
7: Mystic Union - Your racial type changes to outsider and you gain DR of 10/+1.
Divine Soul - The contemplative gains SR of 15 + Contemplative level.

BONUS DIVINE SPELLS:

Upon gaining a level in Contemplative, the character gains new spells per day as if he had also gained Cleric levels.

Dicas & Sugestões:


Última edição por TlTl em Seg Ago 08, 2022 1:13 pm, editado 3 vez(es)
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Cleric Empty Necromancer

Mensagem  TlTl Ter Set 14, 2010 11:08 am

Cleric Ir_truenecro
Necromancer
(PRESTIGE CLASS)
Power corrupts. Power over life and death corrupts absolutely. The power to raise the undying, unkillable servant from the husk of the formerly living is seductively, darkly tempting - and certainly evil. Those who seek such undying obedience from the dead willing tread the path of necromancy.

- Hit Dice: d40
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1

REQUIREMENTS:

Class: Cleric
Alignment: No Good
Divine Spellcasting: Able to cast 3rd level spells
Skill: Lore 8
Domain: Death

ABILITIES:

Level
1: Create Necrowarrior - The Necromancer can create up to 4 Necrowarriors.
2: Poison - Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison. The poison deals 1d10Constitution damage immediately and 1d8 damage per caster level each round. Each instance of damage can be negated by a Fortitude save. Poison Mastery effect: Double damage. True Necromancy effect: Increased damage and DC.
3: Zone of Desecration - Produce an aura that increases all friendly undead status: 50 Temporary HP per caster level, +10 attack bonus, 20 negative damage, 20 positive damage, +5 saves and Haste while within the aura.
Rebuke - The Necromancer masters the dark art of rebuking undead.
4: Energy Drain - The target creature lose 2d4 levels unless make fortitude save and take 2d6 negative damage per caster level. The caster will be healed for 30% of the damage. Have a reverse effect when used on undead, healing and granting it temporary hit points. True Necromancy effect: Additional 6d6 negative damage per caster level.
Spell Focus: Necromancy
5: Contagion - The target is struck down with one of the following debilitating diseases, randomly chosen: Blinding Sickness, Cackle Fever, Mind Fire, Red Ache, Shakes, or Slimy Doom. Also the diseased target will take 2d6 negative damage over time until total disease incubation. Non player creatures cannot avoid the disease through save, only the damage over time. True Necromancy effect: extra frost damage and increased DC.
Focused Spell Penetration: Necromancy
6: Greater Spell Focus: Necromancy
7: Major Desecration - The Necromancer aura grows in size to be 10' per level.
8: Epic Spell Focus: Necromancy.
9: True Necromancy - All necromancy spells have special effects.
10: Create Necromage - The Necromancer can create up to 4 Necromages.


INFO

- WIS high priority.


Última edição por TlTl em Ter Set 06, 2022 3:06 am, editado 18 vez(es)
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Cleric Empty Master of Shrouds

Mensagem  TlTl Ter Set 14, 2010 11:08 am

Cleric Ir_x1_shadow
Master of Shrouds
(PRESTIGE CLASS)
The Master of Shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding. The wrathful undead spread fear and death as they vent their anger at being disturbed. While a Master of Shrouds has some divine spells, her primary tool is the ability to summon incorporeal undead creatures to serve her. Evil clerics most often become Masters of Shrouds, though ex-paladins may do so if they turn far enough from their lawful good roots and gain access to one of the required domains.

- Hit Dice: d50
- Skill Points: 2 + Int Modifier.
- Divine Caster Level: 1

REQUIREMENTS:

Class: Cleric
Alignment: Evil
Skills: Concentration 10, Spellcraft 10
Domains: Evil, Death or Protection

ABILITIES:

Level
1: Extra Turning - Character is now able to turn an additional six times per day.
Death Domain - Master of Shrouds can summon a Negative Plane Avatar.
Evil Domain - Player is able to turn outsiders.
Protection Domain - Character gains certain protective buffs.
Spell Focus: Necromancy.
2: Summon Undead I - The Master of Shrouds can summon Allips.
3: Summon Undead II - Wraiths.
Greater Spell Focus: Necromancy.
4: Summon Undead III - Spectres.
5: Summon Undead IV - Visages.
Epic Spell Focus: Necromancy.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.


Última edição por TlTl em Seg Ago 08, 2022 1:04 pm, editado 2 vez(es)
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Cleric Empty Black Flame Zealot

Mensagem  TlTl Ter Set 14, 2010 11:08 am

Cleric Ir_bfz
Black Flame Zealot
(PRESTIGE CLASS)
A secret society of holy slayers devoted to the worship of Kossuth, the Order of the Black Flame is the hidden blade of the Firelord's faith in Thay. Trained in the rites of Kossuth's temple, the Black Flame Zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to the Lord of Flames. Even the mighty zulkirs are not above Kossuth's wrath, since the Order is a sanctioned and respected means for wealthy and powerful Thayans to pursue vendettas.

- Hit Die: d30
- Skill Points: 4 + Int Modifier
- Divine Caster Level: 0.

REQUIREMENTS:

Class: Cleric
Alignment: No Good
Feats: Weapon Proficiency (Exotic or Kukri), Iron Will
Skills: Hide 8, Lore 8, Move Silently 8
Domain: Fire

ABILITIES:

Level
1: Death Attack - A terrifying precision attack that deals 15d10 weapon damage per zealot level plus 20 weapon damage per 5 skill points of Hide and Move Silently plus 10 weapon damage per Wisdom modifier to her victim. If the target is not immune to death spells, it must do a reflex save to not die. Using an off-hand weapon will apply an extra damaging attack that deals half main weapon damage. Cooldown: 2 Rounds.
Sneak Attack 5d6
2: Zealous Heart - Immune to all forms of Fear.
3: Sacred Flame - All melee attacks gain 10d10 fire damage.
Sneak Attack 10d6
4: Poison Mastery - Automatic success when coating a weapon with poison and extra damage over time from poisons.
5: Fateful Stride - You can cast a Dimension Door to teleport to any area you can see on the screen.
Sneak Attack 15d6


INFO:

- The True Death Attack feat is a move that deals high damage based on zealot level, WIS, Hide and Move Silently skills.
- The Poison Mastery feat gives the zealot the advantage of putting poisons in their weapons and increases the damage of the Poison spell.


Última edição por TlTl em Sáb Set 03, 2022 8:24 am, editado 4 vez(es)
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Cleric Empty Brimstone Speaker

Mensagem  TlTl Ter Set 14, 2010 11:09 am

Cleric Ir_brimstone
Brimstone Speaker
(PRESTIGE CLASS)
Brimstone Speakers regard the secret language of Truenames as nothing less than a gift from the gods. Through assiduous study, they master truenames that enable them to call eladrins, archons and angels to fight on their behalf. They also know the truename they're most famous for: the tongue of fire that burns away the stain of evil everywhere.

- Hit Die: d20
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Alignment: Good
Divine Spellcasting: Able to cast 4th level spells
Skill: Truespeak 5
Domain: Fire

ABILITIES:

Level
1: Lesser Tongue of Fire 3d6 - A line of fire dealing damage.
Lesser Heavenly Entreaty - Call a Bralani Eladrin.
3: Tongue of Fire 5d6.
Heavenly Entreaty - Call a Word Archon.
5: Greater Tongue of Fire.
Greater Heavenly Entreaty - Call an Astral Deva.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.


Última edição por TlTl em Seg Ago 08, 2022 1:17 pm, editado 2 vez(es)
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Cleric Empty Heartwarder

Mensagem  TlTl Ter Set 14, 2010 11:09 am

Cleric Ir_heartw
Heartwarder
(PRESTIGE CLASS)
Sune Firehair encourages beauty, passion, and love wherever they may be found. Heartwarders are aesthetes and hedonists who actively seek out pleasure and beauty in all things who nurture the creation of beautiful objects.

- Hit Die: d80
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Alignment: Chaotic Good
Divine Spellcasting: Able to cast 3rd level spells
Feats: Dodge, Mobility, Spell Focus: Enchantment, Weapon Proficiency (Exotic or Whip)
Skills: Bluff 3, Persuade 6
Domains: Good or Protection

ABILITIES:

Level
1: Voice of a Siren -Silences and puts to sleep all nearest enemies, also gives Greater Spell Focus: Enchantment and Spell Penetration feats to verbal spells.
Great Charisma I - +1 base Charisma.
Charisma Increase I - +1 permabuff bonus to Charisma.
2: Heart of Passion - Confuses all nearest enemies, also gives a bonus to Charisma-based checks.
Great Charisma II.
Charisma Increase II.
3: Tears of Evergold - Craft a Water Holy.
Great Charisma III.
Charisma Increase III.
4: Lips of Rapture - Grants the target a bonus to Attacks, damages, general saves and Enchantment spells saves, also will daze on failed save.
Great Charisma IV.
Charisma Increase IV.
5: Fey Metamorphosis - Type change to Fey, the Heartwarder is no longer affected by spells that specifically target humanoids, such as charm person.
Great Charisma V.
Charisma Increase V.

BONUS DIVINE SPELLS:

Upon gaining a level in Heartwarder, the character gains new spells per day as if he had also gained Cleric levels.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels da classe.


Última edição por TlTl em Seg Ago 08, 2022 1:19 pm, editado 2 vez(es)
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Cleric Empty Thrall of Orcus

Mensagem  TlTl Ter Set 14, 2010 11:09 am

Cleric Ir_orcus
Thrall of Orcus
(PRESTIGE CLASS)
The Thrall of Orcus has devoted himself to the demon prince of undeath. In his service, she becomes a tool of misery, murder, and revenge. She revels in the company of the undead, preferring their decaying touch to that of living flesh. Thralls of Orcus often work in small groups. These cabals of necromancers and necrophiliacs consort with undead creatures and demons to form small cells of depraved evil hiding amid bustling cities and quiet villages. Thralls of Orcus hate and war against the thralls of Demogorgon and Graz'zt.

- Hit Die: d60
- Proficiency: Martial Weapons
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Alignment: Evil
Base Attack: 4
Feat: Thrall to Demon
Skill: Lore 8

ABILITIES:

Level
1: Carrion Stench - A cone of diseased negative energy shoots forth from the caster's hands, affecting all those within its area of effect, the targets must make a Fortitude Save or suffer penalty to all scores plus disease.
2: Summon Undead - The Thrall of Orcus can summon a Mohrg.
3: Willing Deformity - The character gains a +20 Intimidate.
4: Deformity: Gaunt or Obese
Gaunt: +5 DEX, -2 CON. Furthermore, the character gains a +10 Hide and Move Silently checks.
Obese: +10 CON, -2 DEX. Furthermore, the character gains a +10 Saves vs. Poison.
5: Summon Major Undead - The Thrall of Orcus can summon a Mummy.
6: Touch of Fear - Cause Fear spell.
7: Pallor of Death - Aura of Fear.
8: Death Touch - Touch attack save vs. Death or die.
10: Summon Nightwing - A Thrall of Orcus can summon a Nightwing.

INFO:


Última edição por TlTl em Sex Set 02, 2022 8:16 pm, editado 3 vez(es)
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Cleric Empty Thrall of Graz'zt

Mensagem  TlTl Ter Set 14, 2010 11:09 am

Cleric Ir_tog
Thrall of Graz'zt
(PRESTIGE CLASS)
The Thrall of Graz'zt is a sinister, conniving, and thoroughly evil master of arcane lore and dark secrets. She uses her charm and guile to learn things that she should never know - a sort of seductive loremaster who depends on subterfuge, not study. A loremaster spends her days in a library learning secrets, but a thrall of Graz'zt steals, seduces, or tricks them from others.

- Hit Die: d20
- Skill Points: 4 + Int Modifier
- Divine Caster Level: 1.

REQUIREMENTS:

Class: Cleric
Alignment: Any Evil
Divine Spellcasting: Able to cast 3rd level spells
Feat: Thrall to Demon
Skills: Lore 5, Bluff 2, Persuade 2
Domain: Evil

ABILITIES:

Levels:
1: Spell Betrayal - Deal an additional +2d6 damage per Thralls of Graz'zt level when a damage dealing spell hits a flat-footed target.
Spellstrike - Deal an additional +2d6 damage per Thralls of Graz'zt level when a damage dealing spell hits a distracted enemy.
2: Charm.
Spell Betrayal - Bonus improves to +4d6.
Spellstrike - Bonus improves to +4d6.
3: Dark Charisma - Gain a +5 enhancement bonus to all Bluff, Persuade, Concentration and Spellcraft checks.
Spell Betrayal - Bonus improves to +6d6.
Spellstrike - Bonus improves to +6d6.
4: Spell Betrayal - Bonus improves to +8d6.
Spellstrike - Bonus improves to +8d6.
5: Dark Charisma - Bonus improves to +10.
Spell Betrayal - Bonus improves to +10d6.
Spellstrike - Bonus improves to +10d6.
6: Spell Betrayal - Bonus improves to +12d6.
Spellstrike - Bonus improves to +12d6.
7: Dark Charisma - Bonus improves to +20.
Spell Betrayal - Bonus improves to +14d6.
Spellstrike - Bonus improves to +14d6.
8: Spell Betrayal - Bonus improves to +16d6.
Spellstrike - Bonus improves to +16d6.
9: Spell Betrayal - Bonus improves to +18d6.
Spellstrike - Bonus improves to +18d6.
10: Summon Demon - Summon a demon.
Spell Betrayal - Bonus improves to +20d6.
Spellstrike - Bonus improves to +20d6.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Seg Ago 08, 2022 1:22 pm, editado 2 vez(es)
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Cleric Empty Divine Elemental Savant

Mensagem  TlTl Ter Set 14, 2010 11:10 am

Cleric Ir_elemelec Divine Elemental Savant of Air
Cleric Ir_elemacid Divine Elemental Savant of Earth
Cleric Ir_elemfire Divine Elemental Savant of Fire
Cleric Ir_elemcold Divine Elemental Savant of Water
(PRESTIGE CLASS)
Elemental Savants study the basic building blocks of existence - air, earth, fire, water - learning to harness their powers. Eventually they transcend their mortal form and become elemental beings. Most Elemental Savants start out as wizards, although clerics and druids are not unknown. Sorcerers occasionally take this prestige class, but since metamagic feats are of less utility to them, they have difficulty using the class's strengths to the fullest.

- Hit Die: d30
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Spellcasting: Able to cast 3rd level spells of the proper type (Arcane or Divine)
Skill: Lore 8

ABILITIES:

Level
1: Elemental Transition - Grants Immunity to Sleep.
Resistance +10 - Grants 10 resistance to chosen element.
Elemental Focus +1 - Grants a DC increase for spells of the chosen element.
Elemental Penetration +1 - Grants a Spell Penetration increase for spells of the chosen element.
2: Elemental Focus +2.
Elemental Penetration +2.
3: Elemental Focus +3.
Elemental Penetration +3.
4: Elemental Transition - Grants Darkvision and Immunity to Paralysis.
Resistance +20 - Grants 20 resistance to chosen element.
Elemental Focus +4.
Elemental Penetration +4.
5: Elemental Power - Grants the Savant's allies damage bonus of the chosen type.
Elemental Focus +5.
Elemental Penetration +5.
6: Elemental Focus +6.
Elemental Penetration +6.
7: Elemental Transition - Grants Immunity to Stun.
Resistance +50 - Grants 50 resistance to chosen element.
Elemental Focus +7.
Elemental Penetration +7.
8: Elemental Focus +8.
Elemental Penetration +8.
9: Elemental Servant - Summons a powerful elemental of the chosen type.
Elemental Focus +9.
Elemental Penetration +9.
10: Elemental Perfection - Gain all benefits of being an elemental, including immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks. Gain the special attacks and special qualities of a medium elemental of the chosen type. Gain immunity to the chosen element, but take double damage from all spells of the opposing element.
Elemental Focus +10.
Elemental Penetration +10.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Seg Ago 08, 2022 1:22 pm, editado 2 vez(es)
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Cleric Empty Soldier of Light

Mensagem  TlTl Ter Set 14, 2010 11:10 am

Cleric Ir_paladin
Soldier of Light
(PRESTIGE CLASS)
Like the paladin, the Soldier of Light is devoted to the destruction of all evil creatures and is always willing to help others. They often co-operate with paladin and other allies of good alignment.

- Hit Die: d90
- Proficiency: Martial Weapons
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Alignment: Neutral Good
Base Attack: 5
Skill: Lore 4
Domains: Good or Healing

ABILITIES:

Level
1: Positive Energy Burst - May spend two Turn Undead attempts to damage all undead within 100 feet of the character, dealing positive damage. Undead affected may make a reflex save for half damage.
Smite Undead - May add Wisdom bonus to attack bonus against an undead target. If the strike hits, the blow deals 1 point of positive damage per point of Wisdom bonus.
Bless Weapon - as spell.
2: Divine Grace - Applies Charisma bonus to all saving throws.
Light - as spell.
3: Positive Fortitude - Gains a bonus to all saving throws against necromantic spells and drain effects.
Fast Healing - Regenerate a little amount of HP per round.
Consecrate - as spell.
4: Healing Domain - Healing spells are empowered.
5: Energon Companion - May summon a good outsider companion.
Searing Light - as spell.
6: Fastest Healing - Regenerate a moderate amount of HP per round.
7: Maximize Turn Undead - When you turn undead, your turn damage is multiplied.
8: Divine Vengeance - May spend 2 Turn Undead attempts to add  positive damage against Undead to the caster's weapon.
9: Light Speed Healing - Regenerate a great amount of HP per round.
10: Supreme Positive Energy Burst: Now you only spend 1 turn attempt when you use Positive Energy Burst.
Holy Sword - as spell.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Seg Ago 08, 2022 1:25 pm, editado 2 vez(es)
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Cleric Empty Stormlord

Mensagem  TlTl Ter Set 14, 2010 11:10 am

Cleric Ir_stormlord
Stormlord
(PRESTIGE CLASS)
Stormlords are the agents of Talos, inflicting destructive rampages wherever they wander. Talos cares only that they call up storms or engage in spectacular acts of violence. Stormlords often live as brigands, indulging their personals desires for wealth, food, luxury and wanton behavior as they crave random, spectacular acts of violence.

- Hit Die: d100
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Alignment: No Good and No Lawful
Divine Spellcasting: Must be able to cast 3rd level spells
Feats: Great Fortitude, Weapon Focus (Spear, Halberd or Trident)
Domain: Air or Storm

ABILITIES:

Level
1: Electrical Resistance 10 - Stormlord gains 10 points of Electrical resistance.
2: Storming Weapon - Any spear, halberd or trident used by a Stormlord is treated as a storming weapon.
4: Electrical Resistance 15.
5: Thundering Weapon - Any spear, halberd or trident used by a Stormlord is treated as a thundering weapon. This stacks with the Storming Weapon Ability.
7: Electrical Resistance 20.
8: Shocking Weapon - Any spear, halberd or trident used by a Stormlord is treated as a shocking weapon. This stacks with the Storming and Thundering Weapon Abilities.
9: Electrical Immunity.
10: Elemental Conflagration - A Stormlord gains the ability to summon a powerful elemental.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Seg Ago 08, 2022 1:26 pm, editado 2 vez(es)
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Cleric Empty Battleguard of Tempus

Mensagem  TlTl Ter Set 14, 2010 11:11 am

Cleric Ir_tempus
Battleguard of Tempus
(PRESTIGE CLASS)
Battleguards of Tempus are the soldier-priests of Tempus who specialize in military affairs.

- Hit Die: d100.
- Proficiency: Martial Weapons
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/3.

REQUIREMENTS:

Class: Cleric
Alignment: No Lawful
Base Attack: 4
Feats: Combat Casting, Weapon Focus (Melee Weapon)
Skills: Craft Weapon 5, Craft Armor 5, Lore 5
Domain: War

ABILITIES:

Level
1: Army Power - Able to inspire allies within 30 feet, giving them +2 on saving throws, attacks rolls, ability checks (turning), skill checks and damages rolls. Allies must be able to hear you.
Tempus Knowledge - Bonus to the Lore skill of Battleguard's level + Intelligence modifier.
Weapon of Choice - A specific weapon gains additional benefit.
2: Enchant Weapon +1 - The battleguard may temporarily enhance his Weapon of Choice, one minute per level, with a equivalent +1 special ability.
3: Battleforger - Bonus +2 to Craft (weapon and armor).
5: Lore Arms - He may cast the Identify Spell three times a day.
6: Enchant Weapon +2.
7: Die Hard - Between -1 to -9 HP, you automatically become stable.
9: Identify Arms - He may identify an armor or a weapon, three times a day.
10: Enchant Weapon +3.

BONUS DIVINE SPELLS:

Each two levels in Battleguard of Tempus, the character gains new spells per day as if he had also gained Cleric levels.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.


Última edição por TlTl em Seg Ago 08, 2022 1:27 pm, editado 2 vez(es)
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Cleric Empty Mighty Contender of Kord

Mensagem  TlTl Ter Set 14, 2010 11:11 am

Cleric Ic_legdread
Mighty Contender of Kord
(PRESTIGE CLASS)
The church of Kord insists that the liberation of the spirit comes through the perfection of the body - in fact, clerics of the Brawler insist that the distinction between body and spirit is a false one, as each is totally dependant on the other. Some devotees of Kord practice breaking chains, demonstrating their bodily perfection while symbolizing their spiritual freedom. Those that seek the highest perfection of body and spirit become Mighty Contenders of Kord.

- Hit Die: d100
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 0.

REQUIREMENTS:

Class: Cleric
Alignment: Chaotic Good
Feats: Endurance, Power Attack
Skills: Lore 9
Domain: Strength

ABILITIES:

Level
1: Feat of Strength: The Mighty Contender of Kord adds his class level to his cleric level to determine the bonus to Strength granted by the Strength Domain Power. He may now use this ability a number of times per day equal to his strength modifier.
2: Surge of Strength: Gains attack bonus plus the boost from the Strength domain now lasts more.
3: Feat of Power: For the first round of boost, you gain 100% more the normal Strength boost plus Constitution and Charisma boost when using the Strenght Domain Power.
4: Surge of Power: Gains extra damage plus for the entire duration of the Strength boost, you gain Feat of Power's beneficies.
5: Epic Strenght: +10 to base Strength.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels da classe.


Última edição por TlTl em Seg Ago 08, 2022 1:28 pm, editado 2 vez(es)
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Cleric Empty Drow Judicator

Mensagem  TlTl Ter Set 14, 2010 11:11 am

Cleric Ir_judicator
Drow Judicator
(PRESTIGE CLASS)
A mortal imbued with fiendish cruelty, the drow judicator is a knight most foul. This unholy warrior is steeped in the divine energy of Selvetarm, the Spider That Waits, self-appointed Champion of Lolth. Consort of demons and demonic arachnids, the drow judicator is hated and feared by all, especially other male drow who are jealous of the heights of power to which he has risen. Drow judicators must make an unholy pledge to Selvetarm and then survive the rites of entry to adopt the prestige class. At least a little schooling in spellcasting is required, but only the toughest and meanest sorcerers and wizards can survive the entry requirements.

-Hit Die: d110
-Proficiency: Martial Weapons
-Skill Points: 2 + Int Modifier
- Divine Caster Level: 1/2.

REQUIREMENTS:

Class: Cleric
Alignment: Evil
Race: Elf or Drow
Base Attack: 5
Feats: Mobility, Lolth's Meat
Skills: Intimidate 4, Lore 4

ABILITIES:

Level
1: Drow Strike - A painful strike that deals massive cold damage, tries to trap through web and causes Constitution damage to victim.
2: Command Spiders - Control or Rebuke spiders.
3: Selvetarm's Blessing - Bonus to Universal Saving Throw.
4: Selvetarm's Wrath - Releases a wave of damage for next attack.
5: Spider Servant: Summon a spider ally.
8: Spider's Grace - Bonus to Hide and Move Silently. Immune to Web spell.
10: Judgment - Cast a Horrid Wilting spell. The targets suffer massive withering energy damage.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10. A aparência do personagem deve ser a de um Drow (pele escura, variando desde negro-obsidiana até um tom ardósia-azulado, cabelos entre o branco e o prateado).


Última edição por TlTl em Seg Ago 08, 2022 1:29 pm, editado 2 vez(es)
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Cleric Empty Alaghar

Mensagem  TlTl Ter Set 14, 2010 11:11 am

Cleric Ir_barbarin
Alaghar
(PRESTIGE CLASS)
Alaghor are dwarven priests of Clangeddin Silverbeard, Father of Battle, Lord of the Twin Axes, the Rock of Battle. As much warriors as priests, alaghor train tirelessly in their battle skills. Granted great power by Clangeddin, they are at the forefront of the dwarves in times of war, powerful battle leaders as well as gifted healers. Alaghor seek tirelessly to claim and create new magical weapons, particularly axes.

- Hit Die: d120
- Proficiency: Martial Weapons
- Skill Points: 2 + Int Modifier
- Divine Caster Level: 0.

REQUIREMENTS:

Race: Dwarf
Alignment: Lawful Good
Base Attack: 6
Feats: Weapon Proficiency (Exotic), Power Attack
Skills: Craft Armor 5, Craft Weapon 5
Domains: Good or War

ABILITIES:

Level
1: Silverbeard - The alaghar's beard begins to turn to silver, granting +1 natural AC per Alaghar level.
Weapon Focus (Battleaxe).
Weapon Focus (Dwarven Waraxe).
2: Rockburst - You create a burst of rock that deal damage to creatures and objects it strikes, doing 10d12 +10 bludgeoning damage per Alaghar level.
Improved Critical (Battleaxe).
Improved Critical (Dwarven Waraxe).
3: Clangeddin's Strike - While wielding a Battleaxe or a Dwarven Waraxe, the alaghar may make an attack that, if it hits, will do triple damage on a successful hit.
Epic Weapon Focus (Battleaxe).
Epic Weapon Focus (Dwarven Waraxe).
4: Blind-Fight.
Weapon Specialization (Battleaxe).
Weapon Specialization (Dwarven Waraxe).
5: Clangeddin's Might - While wielding a battleaxe, the alaghar may invoke the might of Clangeddin, gaining an extra attack.
Epic Weapon Specialization (Battleaxe).
Epic Weapon Specialization (Dwarven Waraxe).

Regras & Sugestões:

Classe exclusiva para Dwarf. Ao escolher essa classe, você deverá possuir os 5 levels.
Dica:Por motivos óbvios, não pegue os feats que a classe já vai ganhar em certo level. Exemplos: Weapon Focus, Improved Critical. Como já deve ter ficado óbvio também, essa classe é especialista em Battleaxe e Dwarven Waraxe. É obrigatório que o personagem possua barba prateada.
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