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Barbarian Classes de Prestígio

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Barbarian Classes de Prestígio

Mensagem  TlTl em Sex Set 10, 2010 6:49 am

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Battlerager

Mensagem  TlTl em Sex Set 10, 2010 6:51 am


Battlerager
(PRESTIGE CLASS)
Dwarven Battleragers, or Kuldjargh, are legendary berserkers who can enter a battle frenzy through ritualistic singing.
They are believed to have been touched by the dwarven gods of war, who taught them that by dying in battle they will return even stronger than before as a just reward. As a consequence, these warriors have no fear of death.
Battleragers command a grudging (if fearful) respect within dwarven society and are credited with having coined such philosophically complex dwarven maxims as "Head first!" and "If it moves, kill it!"
Most Battleragers live short, glorious lives.

- Hit Die: d150
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Barbarian
Race: Dwarf
Base Attack: 5
Feats: Cleave, Toughness, Power Attack
Skills: Intimidate 8, Lore 2

RESTRICTIONS:

Level: Must have all 10
Combination: Frenzied Berserker
3rd Class: No

ABILITIES:

Level
1: Battle Rage - Same as Barbarian Rage, but will add 4d12 bludgeoning damage to attacks.
Resist Poison - +4 fortitude vs poison.
Skill Focus: Intimidate.
2: Aura of Courage - The Battlerager becomes immune to fear.
Knockdown.
Battle Rage 2x/day.
3: Improved Unarmed Strike.
Battle Rage 3x/day.
4: Great Cleave.
Improved Knockdown.
Battle Rage 4x/day.
5: Armor Skin - +2 natural AC.
Battle Rage 5x/day.
6: Intimidating Rage - When you rage, it demoralizes your opponents. When starting a rage the closest enemy must make a Will Save or become shaken for the duration of your rage. DC: 20 + level/2 + CHA bonus plus 10 if you are a Battlerager
Epic Skill Focus: Intimidate.
Battle Rage 6x/day.
7: Terrifying Rage - While the barbarian is raging, any enemy that comes close to him must make a Will save opposed by the barbarian's Intimidate check or becomes panicked for 1d4 rounds. DC: d20 + Intimidate plus 10 if you are a Battlerager.
Battle Rage 7x/day.
8: Ferocious Prowess - The Epic Battlerager receives +10 to attack bonus and +10 to damage while wielding a melee weapon.
Battle Rage 8x/day.
9: Mighty Rage - When the Epic Battlerager enters a rage, they gain a +12 bonus to Strength and Constitution and +20 morale bonus to Will saves. These bonuses replace the normal rage bonuses.
Battle Rage 9x/day.
10: Thundering Rage - Any weapon the barbarian wields while in a rage does an additional 2d6 points of damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to deafened for 3 rounds. If you are a Battlerager, will cause an extra 4d12 sonic damage.
Epic Prowess - +1 bonus to all attacks.
Battle Rage 10x/day.

Dicas:

- Por motivos óbvios, não pegue os feats que já vai ganhar em certo level. Exemplos: Great Cleave, Knockdown, Improved Knockdown, Epic Prowess, Mighty Rage, Intimidating Rage, Terrifying Rage and Thundering Rage.
- Equipamento recomendado: Greataxe.
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Runescarred Berserker

Mensagem  TlTl em Sex Set 10, 2010 6:57 am


Runescarred Berserker
(PRESTIGE CLASS)
Deadly barbarians who bear magical runes carved into their flesh, Runescarred Berserkers are among the most feared of Rashemen's defenders. They are loyal body guards to the hathrans of the land and stand ready to unleash a storm of martial fury at a single word from any Witch.

- Hit Die: d140
- Skill Points at Each Level: 4 + Int Modifier

REQUIREMENTS:

Class: Barbarian
Race: Human
Base Attack: 7
Feats: Iron Will, Toughness, Knockdown
Skills: Craft Weapon 5, Intimidate 5, Concentration 2, Lore 2

RESTRICTIONS:

Level: Must have all 10
Combination: Frenzied Berserker, Warchief
3rd Class: No

CLASS FEATURES:

1: Scribe Runescar - The Runescarred Berserker learns how to carve a Runescar into her own skin (Face, Left Arm, Left Chest, Left Hand, Right Arm, Right Chest, Right Hand). A Runescar is a means of storing a spell, much like a scroll.
2: Runescarred Rage - As barbarian rage. 10x/day.
3: Ritual Scarring - Through frequent disfiguration of their own skin a runescarred berserker gains a +10 natural armor bonus to AC.
4: Spawn of the Frost - Inured to the bitter cold of Rashemens winters a runescarred berserker gains a permanent 50/- cold resistance and 50% immunity to cold. Summons two Runed Winter Wolves. 5x/day.
Damage Reduction 10/- - Gains the ability to shrug off some amount of injury from each blow or attack.
5: Runescarred Rage - 20x/day.
6: Ritual Scarring - Bonus increases to 15.
7: Damage Reduction 20/-.
9: Runescarred Rage - 30x/day.
Ritual Scarring - Bonus increases to 20.
10: Damage Reduction 30/-.

A Wisdom Score of 10 + the Spell Level is needed to Scribe a Rune Scar.
A Runescar is painful dealing 1d6 points of damage per spell level.
You can choose to scribe at less than your caster level if desired.
Runescars can only affect the Runescarred Berserker when activated
A Runescarred Berserker can only have 7 scars scribed at a time.

SPELL LIST:

1
Cure Moderate Wounds - will heal 30% HP.
Divine Favor - adds 2d12 magical damage to attacks.
True Strike - +20 attack bonus.
See Invisibility - able to see all invisible creatures.
Resist Elements - 30/- no absorb limit.
Protection from Chaos.
Protection from Evil.
Protection from Good.
Protection from Law.
2
Keen Edge.
Bulls Strength.
Endurance.
Cure Serious Wounds - will heal 50% HP.
Invisibility.
Darkvision.
Protection from Elements - 500/- absorbing 5000.
3
Divine Power.
Haste.
Death Ward.
Greater Magic Weapon - +9 enchanting.
Cure Critical Wounds - will heal 75% HP.
Freedom of Movement.
4
Improved Invisibility - 40% concealed.
Neutralize Poison.
Restoration.
Righteous Might.
Stoneskin - 40/+7 absorbing 3000.
5
Heal - will heal 100% HP.
Spell Resistance - 40 spell resist.

Dicas:

- Por motivos óbvios, tenha WIS 15 ou mais, pois será necessário para o uso das spells da classe.
- Equipamento recomendado: Battleaxe dual-wield.
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Frenzied Berserker

Mensagem  TlTl em Sex Set 10, 2010 7:00 am


Frenzied Berserker
(PRESTIGE CLASS)
The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the Frenzied Berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses - it is the thrill of combat that draws her. For the Frenzied Berserker, the insanity of battle is much like an addictive drug - she must constantly seek out more conflict to feed her craving for battle.

- Hit Die: d130
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Barbarian
Base Attack: 6
Feats: Cleave, Intimidating Rage, Power Attack

RESTRICTIONS:

Level: Must have all 10
Combination: No restriction
3rd Class: Yes

ABILITIES:

Level
1: Frenzy - When taking damage a Frenzied Berserker must make will save DC (10 + damage suffered) or enter a frenzy. The Frenzy gives STR +6, attack bonus +10 and +2 attack per round. The Frenzied Berserker takes 10 damage per round and attacks nearest target. Duration: 1 round per CON modifier (Extended Rage adds 2 more rounds). After a frenzy, the Frenzied Berserker is winded and suffers -2 Str and Dex, and cannot run for the next 3 rounds or until her next frenzy.
2: Great Cleave - Like Cleave, except upon killing an enemy there is no limit to subsequent attacks.
3: Improved Power Attack - Increases damage by +10, but gives a -10 attack penalty.
5: Inspire Frenzy - Causes friendly party members within a 10 ft radius to enter a frenzy for 10 rounds.
Berserker Power Attack - Frenzied Berserker gains extra damage when using the Power Attack Instance.
7: Supreme Power Attack - Frenzied Berserker gains a +2 bonus on her melee damage rolls when using the Power Attack Instance.
8: Greater Frenzy - Bonuses increases: STR +10, attack bonus +20 and +4 attacks per round. Takes 5 damage per round and attacks nearest target.
9: Remain Conscious - Player is alive until they hit -1000 HP.
10: Deathless Frenzy - Player can not die until their frenzy is over. This ability does not prevent death from spell effects such as slay living or disintegrate.
No longer winded after a frenzy.

Dicas:

- Por motivos óbvios, não pegue os feats que a classe já vai ganhar em certo level. Exemplos: Great Cleave, Improved Power Attack.
- Equipamento recomendado: Greataxe.
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Eye of Gruumsh

Mensagem  TlTl em Sex Set 10, 2010 7:01 am


Eye of Gruumsh
(PRESTIGE CLASS)
Most people think they've seen the worst that orcs can breed when an orc barbarian comes raging over a hilltop - at least until they see a one-eyed orc barbarian come raging over a hilltop. This creature may well be an eye of Gruumsh, an orc so devoted to his evil deity that he has disfigured himself in Gruumsh's name.
In an epic battle at the dawn of time, the elven deity Corellon Larethian stabbed out Gruumsh's left eye. Filled with rage and hatred, the orc deity called for followers loyal enough to serve in his image. Those who heed this call are known as the eyes of Gruumsh. They sacrifice their right eyes instead of their left ones so that their impaired vision balances that of their deity. Thus, symbolically at least, they can see what he cannot. These living martyrs to Gruumsh are some of the toughest orcs and half-orcs in the world.

- Hit Die: d120
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Barbarian
Race: Half-Orc
Alignment: Chaotic Evil, Chaotic Neutral, or Neutral Evil
Base Attack: 6
Feats: Weapon Proficiency (Exotic), Weapon Focus (Double-Axe)

RESTRICTIONS:

Level: Must have all 10
Combination: No restriction
3rd Class: Yes

ABILITIES:

Levels:
1: Blind-Fight - The character gets to reroll its miss chance percentile one time to see if it actually hits when blinded or against invisible creatures. Furthermore, invisible creatures get no bonus to hit the character in melee.
Command the Horde - The Eye of Gruumsh may grant a +10 morale bonus on Will Saves and 2d12 magic damage to any friendly orcs or half-orcs within 30 feet of him. Duration: 1 hour per Eye of Gruumsh level.
2: Swing Blindly - An Eye of Gruumsh's rage becomes more powerful, but at the cost of lowered defenses. The character adds +12 to Strength and Constitution while in a rage, but his AC penalty goes from -2 to -4.
3: Ritual Scarring I - Through frequent disfiguration of his own skin, an Eye of Gruumsh's natural armor bonus improves by +5 AC.
4: Blinding Spittle - The eye of Gruumsh can launch blinding spittle at any opponent within 20 feet. He spits his stomach acid into the target's eyes blinding it and dealing 10d12 acid damage per Eye of Gruumsh level. An opponent who saves a Reflex save (DC 20 + Eye of Gruumsh level + CON bonus) will take only 1/4 of the damage.
5: Blindsight 5ft - This ability can see through invisibility, darkness, and most other types of concealment. It does not allow them to detect ethereal creatures and its range is limited to the specified distance.
6: Ritual Scarring II - +10 AC.
8: Blindsight 10ft.
9: Ritual Scarring III - +15 AC.
10: Sight of Gruumsh - The Eye of Gruumsh sees the moment of his own death through his missing eye and can see through Sanctuary and Invisibility effects, and automatically spots hiding opponents. This foreknowledge gives him a +10 morale bonus on all saving throws from then on.

Dicas:

- Equipamento recomendado: Double-Axe.
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Warchief

Mensagem  TlTl em Sex Set 10, 2010 7:03 am


Warchief
(PRESTIGE CLASS)
A Warchief leads a primitive, aggressive tribe of humanoids, especially when they turned to marauding. The Warchief calls on his indomitable presence and terrible visage to spur his followers to feats of great courage and sacrifice for the tribe. The tribe member who hangs back learns firsthand that the Warchief's displeasure is a terror eclipsing even the hardships of war - better to die in glory on the battlefield than under the Warchief's torturous punishments. Inspired into a killing frenzy, the Warchief and his band sweep the enemies of the tribe before their onslaught.

- Hit Die: d190
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Barbarian
Base Attack: 3
Feat: Leadership

RESTRICTIONS:

Level: Must have all 10
Combination: No restriction
3rd Class: Yes

ABILITIES:

Level
1: Bloodlust - The Warchief inspires a frenzy in his followers, granting them Haste, +2 attacks per round and +1 attack bonus per Warchief level. Duration: 5 rounds + 1 round per CHA modifier. Cooldown: 2 minutes.
Great Strength I - The Warchief gains +1 to his base Strength.
Great Charisma I - The Warchief gains +1 to his base Charisma.
2: Warsong - The Warchief and his allies gains resistance to all physical and elemental damage plus the Warchief's Charisma is increased by 12. Physical Resist: 500/- Absorbs 500 plus 50 per level. Elemental Resist: 1000/- Absorbs 1000 plus 100 per level. Duration/Cooldown: 2 minutes.
Great Strength II - +2 STR.
Great Charisma II - +2 CHA.
3: Great Strength III - +3 STR.
Great Charisma III - +3 CHA.
4: Great Strength IV - +4 STR.
Great Charisma IV - +4 CHA.
5: Great Strength V - +5 STR.
Great Charisma V - +5 CHA.
6: Great Strength VI - +6 STR.
Great Charisma VI - +6 CHA.
7: Great Strength VII - +7 STR.
Great Charisma VII - +7 CHA.
8: Great Strength VIII - +8 STR.
Great Charisma VIII - +8 CHA.
9: Devoted Bodyguards - Once per round, an ally takes a blow for his Warchief.
Great Strength IX - +9 STR.
Great Charisma IX - +9 CHA.
10: Great Strength X - +10 STR.
Great Charisma X - +10 CHA.

Regras & Sugestões:

- A classe fica muito boa se misturada com Orc Warlord.
- Equipamento recomendado: Warhammer.
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Orc Warlord

Mensagem  TlTl em Sex Set 10, 2010 7:03 am


Orc Warlord
(PRESTIGE CLASS)
The Orcish Warlord is a savage general of an unruly army, the leader of one of the deadly and all too common orc hordes that rampage down from the Spine of the World to savage and brutalize the civilized lands of Faerun. An orc warlord is an imposing figure, often slathered with scars both ritualistic and all too real in origin.

- Hit Die: d180
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Barbarian
Race: Half-Orc
Alignment: No Good
Base Attack: 5
Feats: Blood of the Warlord, Leadership
Skills: Intimidate 8, Discipline 5, Taunt 5

RESTRICTIONS:

Level: Must have all 5
Combination: No restriction
3rd Class: Yes

ABILITIES:

Levels:
1: Gather/Release Horde I - Summon orcs as henchmen.
Release Horde - Unsummon orc henchmen.
2: Aura of Courage - The Orc Warlord becomes immune to fear.
3: Gather/Release Horde II - Summons greater orcs as henchmen.
4: Inspire Courage - +20 saves vs. fear and charm and 20 bludgeoning to attack and damage for allies. Duration: 30 rounds.
5: Final Rage - All allies within 10 feet enter a rage.

Dicas:

- Equipamento recomendado: Greataxe.
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Brawler

Mensagem  TlTl em Sex Set 10, 2010 7:04 am


Brawler
(PRESTIGE CLASS)
Some people just like to fight. Whether it be in a pub, defending a friend's honor, or in a back alley, robbing an old man, a brawler's primary ability is using his fists to bludgeon his enemies senseless. Some become professionals, fighting in sports events for money and fame. Others remain largely unknown, fighting for the sheer pleasure of it. Yet others become adventurers, realizing their talents can be used on monsters as well. All brawlers share one thing in common: a preference for fighting with their fists. However, they can still pick up weapons and swing them with awesome efficiency, making them deadly combatants.

- Hit Die: d120
- Proficiency: Heavy Armor
- Skill Points Per Level: 4 + Int Modifier

REQUIREMENTS:

Class: Barbarian
Base Attack: 2
Skills: Discipline 5, Intimidate 5

RESTRICTIONS:

Level: Must have all 20
Combination: Frenzied Berserker, Warchief, Orc Warlord
3rd Class: No

ABILITIES:

Level
1: Brawler Fists - A brawler's fists do more damage than a normal character's, but only when fighting without weapons or a shield. In addition, the strengthening of the flesh and bone of the hand caused by constantly punching hard things has given them the ability to pierce through damage resistance. Unarmed Damage: 2d10.
Brawler Blocking I - The Brawler is granted a +5 blocking bonus to shield AC when fighting unarmed and without a shield.
Fist of Iron - The Brawler deal an extra 10d10 physical damage when making normal attacks. This damage cannot be absorved or resisted.
Bonus Feat.
Improved Unarmed Strike - Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.
2: Defensive Roll - If the brawler is struck by a potentially lethal blow, they make a Reflex saving throw (DC = damage dealt). If succesful, they take only half damage from the blow.
3: Self-Concealment I - The Brawler gains a 10% concealment bonus.
4: Improved Initiative - +4 bonus to initiative checks.
Bonus Feat.
5: Brawler Blocking II - +7 blocking bonus to shield AC when fighting unarmed and without a shield.
Brawler Fists - Unarmed Damage: 4d10.
6: Self-Concealment II - The brawler gains a 20% concealment bonus.
8: Bonus Feat.
9: Brawler Damage Reduction 10/-.
Self-Concealment III - The brawler gains a 30% concealment bonus.
10: Brawler Madness - +5 attack bonus plus the Brawler can make one extra attacks per round.
Brawler Blocking III - +10 blocking bonus to shield AC when fighting unarmed and without a shield.
Brawler Fists - Unarmed Damage: 6d10.
11: Armor Skin - The character gains a natural +2 bonus to armor class.
12: Bonus Feat.
13: Epic Prowess - The character's skill at combat grows and he gains a +1 bonus to all attacks.
14: Brawler Damage Reduction 20/-.
Self-Concealment IV - The brawler gains a 40% concealment bonus.
15: Brawler Madness II - +10 attack bonus plus the Brawler can make two extra attacks per round.
Brawler Blocking IV - +15 blocking bonus to shield AC when fighting unarmed and without a shield.
Brawler Fists - Unarmed Damage: 10d10.
16: Bonus Feat.
17: Weapon Specialization: Unarmed Strike - The Brawler gains a +2 damage bonus when fighting unarmed.
18: Epic Weapon Specialization: Unarmed Strike - The Brawler gains a +4 damage bonus when fighting unarmed.
19: Brawler Damage Reduction 30/-.
Self-Concealment V - The brawler gains a 50% concealment bonus.
20: Brawler Madness III - +20 attack bonus plus the Brawler can make three extra attacks per round.
Brawler Blocking V - +20 blocking bonus to shield AC when fighting unarmed and without a shield.
Bonus Feat.
Brawler Fists - Unarmed Damage: 10d20.

Regras & Sugestões:

- Equipamento recomendado: Nenhum, bastar dar socos e chutes.
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