Fighter

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Fighter Empty Fighter

Post  TlTl Tue Sep 14, 2010 2:09 pm

Fighter Ir_fighter
Fighter
(BASE CLASS)
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

- Hit Die: d100.
- Proficiencies: All simple and martial weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.


LEVEL:

1. Bonus Feat
2. Bonus Feat
Jump: A successful check allows a character to jump over pits, vault low fences.
4. Bonus Feat
Aptitude Weapon Specialization: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat. Requires Weapon Focus.
Epic Aptitude Weapon Specialization: The fighter gains a +4 bonus to all damage done by the chosen weapon.  Requires Weapon Specialization and Epic Character.
6. Bonus Feat
8. Bonus Feat
10. Bonus Feat
12. Bonus Feat
14. Bonus Feat
16. Bonus Feat
18. Bonus Feat
20. Bonus Feat

EPIC:

21: Epic Fighter
22. Bonus Feat
24. Bonus Feat
26. Bonus Feat
28. Bonus Feat
30. Bonus Feat
32. Bonus Feat
34. Bonus Feat
36. Bonus Feat
38. Bonus Feat
40. Bonus Feat


INFO:

- Main attribute: Strenght (STR);
- Best races: Any;
- Recommended Equipment: It depends prestige class, Heavy Armor, Tower Shield.



Fighter Prestige Classes (17):

Blackguard
Champion of Bane
Disciple of Dispater
Vigilant
Legendary Dreadnought
Thayan Knight
Dwarven Defender
Deepstone Sentinel
Lasher
Ravager
Hand of Hextor
Man at Arms
Swashbuckler
Weapon Master
Tempest
Champion of Corellon
Waylayer


Last edited by TlTl on Tue Aug 30, 2022 8:08 pm; edited 7 times in total
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Fighter Empty Blackguard

Post  TlTl Tue Sep 14, 2010 2:23 pm

Fighter Ir_blkgrd
Blackguard
(PRESTIGE CLASS)
A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to Blackguards as anti-paladins due to their completely evil nature. No one class makes the best Blackguard, all that is required is a willingness to serve the forces of darkness.

- Hit Die: d110
- Skill Points: 2 + Int Modifier
- Caster Level: 1.

REQUIREMENTS:

Class: Fighter/Anti-Paladin
Alignment: Evil
Base Attack: 6
Feat: Cleave
Skill: Hide 5

ABILITIES:

Level
1: Blade of Blood - as spell. 10 uses per day.
Use Poison - Automatic success when coating a weapon with poison.
Sneak Attack +1d6.
2: Smite Good - Add Charisma modifier to attack roll and Blackguard level to damage. Infinite uses per day.
Dark Blessing - Add Charisma modifier to saving throws.
Bull's Strength - as spell.
Sneak Attack +2d6.
3: Create Undead - summons an undead ally.
Turn Undead - Make undead flee.
Sneak Attack +3d6.
4: Sneak Attack +4d6.
5: Summon Fiend - summons a fiendish ally.
Sneak Attack +5d6.
6: Inflict Serious Wounds - as spell.
Sneak Attack +6d6.
7: Contagion - as spell.
Sneak Attack +7d6.
8: Inflict Critical Wounds - as spell.
Sneak Attack +8d6.
9: Poison - as spell.
Sneak Attack +9d6.
10: Freedom of Movement - as spell.
Sneak Attack +10d6.

Epic
11: Epic Blackguard.
12: Sneak Attack +11d6.
14: Sneak Attack +12d6.
15: Epic Fiendish Servant.
16: Sneak Attack +13d6.
18: Sneak Attack +14d6.
20: Sneak Attack +15d6.


Dicas & Sugestões:


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Fighter Empty Champion of Bane

Post  TlTl Tue Sep 14, 2010 2:23 pm

Fighter Ir_chaban
Champion of Bane
(PRESTIGE CLASS)
Champions of Bane are tyrannical warriors who dedicate themselves to Bane's cause. Their lives are dedicated to bringing more land, more lives and more power to Bane. The Champions of Bane are unswerving in their loyalty to his cause of total domination.
Bane promotes Fear, Strife, Tyranny, and Hatred and his Champions are particularly attuned to these domains.

- Hit Die: d110
- Skill Points: 2 + Int Modifier
- Caster Level: 1.

REQUIREMENTS:

Class: Fighter
Alignment: Lawful Evil
Base Attack: 7
Feat: Weapon Focus: Any

ABILITIES:

Level
1: Lay on Hands
Sacred Defense - +1 to all saving throws, +5/20 damage reduction per Champion of Bane level and Immunity to Death spells to the caster and his allies.
2: Bonus Feat
3: Smite Good
4: Bonus Feat
5: Divine Wrath - +20 Bonus to Attack, 10d12 negative damage.

INFO:

- Lay on Hands: Like the paladin spell, can be used to heal an ally or damage undead.
- Smite Good: Like the Smite Evil feat, the character adds the CHA modifier to attack roll and level to damage. Can be extremely effective when combined with Great Smiting epic feats.
- Divine Wrath stacks with all negative damage.


Last edited by TlTl on Tue Apr 23, 2024 3:04 pm; edited 10 times in total
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Fighter Empty Disciple of Dispater

Post  TlTl Tue Sep 14, 2010 2:24 pm

Fighter Ir_blkgrd
Disciple of Dispater
(PRESTIGE CLASS)
The Disciple of Dispater is a war-like general of evil. He is defensively minded and eager to have others fight for him. When he must fight, he does so on his terms and on his chosen battleground. Disciples of Dispater verge on paranoia and are thus distrustful of everyone. They have mystical power over iron that allows them to grant themselves even greater abilities in battle.

- Hit Die: d190
- Skill Points at Each Level: 4 + Int Mod

REQUIREMENTS:

Class: Fighter/Anti-Paladin
Alignment: Evil
Base Attack: 6
Feats: Disciple of Darkness, Expertise, Power Attack

ABILITIES:

Level
1: Device Lore - Bonus to Disable Trap, Set Trap, Search, Listen, Spot and Lore checks equal to DoD level.
2: Iron Hews - Add 1d12 magic damage per level to next melee attack.
3: Rusting Grasp - Grab an opponent's weapon and rust it causing the following effects: -10 penalty to attack, damage,  enhancement and AC to main weapon. The rusting effect spreads to both armor and shield after a turn, decreasing AC by the same amount. Rusting Grasp affects any kind of material.
4: Iron Power - When using Iron Hews and a steel weapon, for a shot period of time, gain 10 attack bonus and 10 magic damage. The attack and damage is doubled if Greater Iron Hews is used instead. Furthermore his threat range is doubled as if the weapon were Keen.
5: Summon Erinyes - Summons a powerful Erinyes.
6: Greater Iron Hews - Add 2d12 magic damage per level to next melee attack.
7: Iron Skin - The Disciple of Dispater can melt iron to his own skin granting a huge damage reduction of 1000/+20. Will absorb 500 points of melee damage per level before collapsing.
10: Iron Body - The Disciple of Dispater's body turns to pure iron grating him +20 to all saves and 25% immunity to all kinds of physical and elemental damage plus 50/- elemental resist and 30/- physical resist. He also is immune to Fear, Death, Knockdown, Sneak Attack, Mind-affecting spells and Stun. While under effects of Iron Body, the Disciple will have spell resistance equal to level and will not be able to move.

INFO:


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Fighter Empty Vigilant

Post  TlTl Tue Sep 14, 2010 2:26 pm

Fighter Ir_dwdef
Vigilant
(PRESTIGE CLASS)
Part reconnaissance expert, part border guard, part spy and part diplomat, the vigilant is a highly trained warrior who can be confidently sent into any situation, no matter how grim the odds. Recruits who survive the harsh training and deadly initiation tests required to become a vigilant are assigned to one of the elite corps of these warriors, called a Vigil.

- Hit Die: d190
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Fighter
Alignment: No Evil
Base Attack: 5
Feats: Endurance, Track
Skills: Lore 4, Listen 5, Persuade 5

ABILITIES:

Level
1: Sprint - Can move as Hasted.
2: Bonus Feat or Favored Enemy - Gains a Favored Enemy as the Ranger ability.
3: Silence - as spell.
4: Great Fortitude - A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.
5: Iron Will - The character's strong presence of mind gives him a +2 bonus to all Will saving throws.
6: Lightning Reflexes - The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.
7: Toughness - A character with this feat is tougher than normal, gaining one bonus hit point per level.
8: Freedom of Movement - as spell.
9: Vigilant Natural Armor - Gains a huge natural armor class.
10: Vigilant Natural Healing - Regenerates hit points at a very high rate.

Regras & Sugestões:

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


Last edited by TlTl on Tue Jul 13, 2021 1:55 am; edited 1 time in total
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Fighter Empty Legendary Dreadnought

Post  TlTl Tue Sep 14, 2010 2:26 pm

Fighter Ic_legdread
Legendary Dreadnought
(PRESTIGE CLASS)
The Legendary Dreadnought is the ultimate foot soldier, an absolute force of destruction, a total warrior who excels at sheer combat prowess. While some rely of cunning and reflexes in a fight, and others uphold a code of honor or engage in combat from horseback, the Legendary Dreadnought simply wades into battle, completely bent on relentless, steady destruction. When the tide of combat flows against him, he stands like a rock. It is the Legendary Dreadnought who has the might to breach the seemingly unbreachable gates.

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

REQUIREMENTS:

Class: Fighter
Race: Human
Base Attack: 23
Feats: Lightning Reflexes, Great Cleave, Improved Knockdown, Improved Critical
Skill: Intimidate 15

ABILITIES:

Level
1: Unstoppable - Gains 500 regeneration per second, immunity to Sleep, Fear, Death, Knockdown, Mind-affecting spells, Stun, Entangle, Paralysis and Slow. Also +20 AB and 20 divine damage.
Epic Toughness I.
2: Unmovable - Gains +50 bonus to Discipline and Parry, 25% immunity to Piercing, Slashing and Bludgeoning damage, immunity to Sleep, Fear, Death, Knockdown, Mind-affecting spells and Stun, but is immobile.
3: Epic Toughness II.
4: Epic Damage Reduction I.
5: Bonus Feat.
Epic Toughness III.
6: Epic Toughness IV.
7: Epic Toughness V.
8: Epic Fortitude.
Epic Toughness VI.
9: Epic Toughness VII.
Epic Damage Reduction II.
10: Bonus Feat.
11: Epic Toughness VIII.
13: Epic Toughness IX.
14: Epic Damage Reduction III.
15: Bonus Feat.
Epic Toughness X.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 15 levels.
Dica:Por motivos óbvios, não pegue os feats que a classe já vai ganhar em certo level. Exemplos: Epic Damage Reduction, Epic Toughness, Epic Fortitude.


Last edited by TlTl on Sun Aug 29, 2021 10:42 pm; edited 2 times in total
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Fighter Empty Thayan Knight

Post  TlTl Tue Sep 14, 2010 2:26 pm

Fighter Ir_tknight
Thayan Knight
(PRESTIGE CLASS)
While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan Knights, familiar with magic, and loyal to none but the tattooed mages. The Thayan Knights act as bodyguards and enforcers for the Red Wizards. They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards.

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

REQUIREMENTS:

Class: Fighter
Race: Human
Alignment: No Good
Base Attack: 5
Feats: Iron Will, Weapon Focus: Longsword
Skills: Lore 5, Intimidate 2

ABILITIES:

Level
1: Horror of Thay - Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies. Also grants the Thayan Knight and his allies bonuses to saves against Fear and Mind Affecting.
2: Zulkir's Defender: Grants the Thayan Knight a bonus to Attack and Damage, immunity bonus to physical attacks, immunity to Death, Knockdown and Stun.
5: Zulkir's Favor - Grants the Thayan Knight a bonus to Reflex Saves, Intimidate and a huge regeneration rate. Passively and automatically will always fail any mind affecting save vs. a Red Wizard.
10: Final Stand - Grants the Thayan Knight immunity bonus to all kinds of elemental damage plus insane temporary hit points. All allies gain temporary hit points as well.
15: Zulkir's Champion: Grants the Thayan Knight a bonus to Fortitude Saves, Discipline and massive return damage to attackers.

Regras & Sugestões:

Como já informado na descrição da classe, o Thayan Knight tem que necessariamente ser um Humano. Ao escolher essa classe, você deverá possuir os 15 levels da classe.


Last edited by TlTl on Tue Jul 13, 2021 1:55 am; edited 1 time in total
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Fighter Empty Dwarven Defender

Post  TlTl Tue Sep 14, 2010 2:26 pm

Fighter Ir_dwdef
Dwarven Defender
(PRESTIGE CLASS)
The defender is a sponsored champion of a dwarven cause, a dwarven aristocrat, a dwarven deity or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous.

- Hit Die: d200
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Fighter
Race: Dwarf
Alignment: Lawful
Feats: Dodge, Toughness, Weapon Specialization (Dwarven Waraxe)

ABILITIES:

Level
1: Defensive Stance - Gain +10 Str, +10 Con, +10 dodge bonus on AC, +10 natural bonus on AC, 1d10+10 divine damage when hit by enemies, 25% immunity to Piercing, Slashing and Bludgeoning damage, 10 HP + 1 per level regen/second, immunity to Fear, Death, Knockdown, Sneak Attack, Mind-affecting spells and Stun. While under effects of Defensive Stance, the dwarf cannot move.
2: Defensive Awareness I - Uses the ability bonus to CON to raise both attack and damage bonus. Passively will give a bonus to spot and listen checks. The dwarf retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Energy Resistance Cold I.
3: Energy Resistance Acid I.
4: Energy Resistance Fire I.
5: Energy Resistance Electrical I.
Defensive awareness II - The dwarf can not be flanked anymore.
6: Damage reduction (3).
7: Energy Resistance Sonic I.
8: Toughness I.
9: Overwhelming Critical Dwarven Waraxe.
10: Damage reduction (6).
Defensive awareness III - The dwarf gains a +10 Reflex saves made to avoid traps.

Bonus Feats: The epic dwarven defender gains a bonus feat every four levels
Epic Dwarven Defender Damage Reduction: the damage reduction increases by 3 points for every four levels above 10th.

Epic
11: Epic Dwarven Defender.
Toughness II.
12: Toughness III.
13: Toughness IV.
14: Toughness V.
15: Toughness VI.
16: Toughness VII.
17: Toughness VIII.
18: Toughness IX.
19: Toughness X.
20: Perfect Health - Makes the character immune to all diseases and poisons.
21: Energy Resistance Cold II.
22: Energy Resistance Acid II.
23: Energy Resistance Fire II.
24: Energy Resistance Electrical II.
25: Energy Resistance Sonic II.
26: Energy Resistance Cold III.
27: Energy Resistance Acid III.
28: Energy Resistance Fire III.
29: Energy Resistance Electrical III.
30: Energy Resistance Sonic III.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir pelo menos os 10 levels básicos da classe, níveis épicos são opcionais, no entanto essenciais. Essa é considerada uma classe tank e não é recomendado ser misturada com outra classe de prestígio com baixo HP (Exemplo: Weapon Master pois possui apenas 40 hit dices).
Dica: Weapon Specialization só é possível no level 4 de fighter se o mesmo já tiver weapon focus na arma escolhida, no caso Dwarven Waraxe, que também requer o feat de proficiência específico de dwarven waraxe ou exótico.


Last edited by TlTl on Thu Sep 01, 2022 8:48 am; edited 2 times in total
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Fighter Empty Deepstone Sentinel

Post  TlTl Tue Sep 14, 2010 2:26 pm

Fighter Ir_dwdef
Deepstone Sentinel
(PRESTIGE CLASS)
The Stone Dragon discipline traces its root back to an ancient order of dwarves that used the power of the earth to enhance their combat style. A deepstone sentinel immerses himself in those ancient teachings to link himself to the power of stone. Most deepstone sentinels use this power in the defense of their fellow dwarves, although some take a more active approach to battling the enemies of their people. In combat, a deepstone sentinel is a living mountain, a stony redoubt that provides shelter to his allies while crashing like an avalanche upon his enemies. The ground shifts and churns under his feet. One moment he stands atop a small, earthen mound that blocks his enemies - the next he summons an earthquake to knock his foes to the ground.

- Hit Die: d200
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Fighter
Race: Dwarf
Base Attack: 10
Feat: Power Attack
Skill: Balance 5

ABILITIES:

Level
1: Mountain Fortress - Create a small fortress of rock and stone upon which you stand, granting you a bonus to attack and forces all enemies entering melee combat with you to make a Balance checks or fall prone. Exiting the fortress will lose the benefits.
2: Crashing Mountain Juggernaught - Ends the Mountain Fortress, crashing down upon the nearest enemies. All foes inside the fortress must make a Balance check or fall prone. At same time you can charge a single enemy, knocking it with an increased damage bonus. You must be inside a Mountain Fortress use this ability.
3: Echo Slam - While under the effects of Mountain Fortress, all enemies inside will receive a penalty to number of attacks per round and take damage over time.
4: Stone Curse - On your first successful strike of the round in melee combat, if the target fails a Will save, they become unable to move.
Fissure - Form a pillar of stone, damaging and knocking all those who fail a Reflex save.
5: Shockwave - Cause a localized earthquake.

Regras & Sugestões:

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


Last edited by TlTl on Tue Jul 13, 2021 1:55 am; edited 1 time in total
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Fighter Empty Lasher

Post  TlTl Tue Sep 14, 2010 2:28 pm

Fighter Ir_lasher
Lasher
(PRESTIGE CLASS)
The lasher prestige class uses the whip as an extension of herself. A whip in the hands of a lasher is like unto a live thing, obeying the character's every command. Lasher training goes far beyond simple exotic weapon proficiency, and not all who take up the discipline survive to its end. Their ability with the whip makes them deadly warriors to be reckoned with.

- Hit Die: d140
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Fighter
Base Attack: 5
Feats: Weapon Proficiency (Exotic), Weapon Focus (Whip)
Skill: Craft Weapon 2

ABILITIES:

Level
1: Whip Sneak Attack +1d6.
2: Third Hand - A lasher's precision with the whip allows her to use it almost like a third hand and can retrieve an unattended object or paralyze a creature.
Whip Sneak Attack +2d6.
Improved Knockdown (Whip).
3: Crack of Fate - A lasher can make extra attacks per round with a whip. This ability supersedes Crack of Doom (the abilities do not stack).
Whip Sneak Attack +3d6.
4: Lashing Whip - The lasher adds damage bonus to her whip. If the lasher has already gained weapon specialization, the damage bonus stacks.
Whip Sneak Attack +4d6.
5: Whip Sneak Attack +5d6.
6: Improved Disarm (Whip).
Whip Sneak Attack +6d6.
7: Stunning Snap - A lasher can use a whip to stun a creature. A foe struck by a whip must make a Fortitude saving throw in addition to receiving damage. If the saving throw failed, the opponent is stunned.
Whip Sneak Attack +7d6.
8: Crack of Doom - A lasher can damage all nearest enemies when attacks. This ability supersedes Crack of Fate (the abilities do not stack).
Whip Sneak Attack +8d6.
9: Whip Sneak Attack +9d6.
10: Death Spiral - The lasher gains transcendental understanding of her whip. She can spin the whip over her head with supernatural speed. All nearest creatures must make a reflex save. Opponents who fail are stunned. Stunned opponents must make a successful Fortitude save or die.
Whip Sneak Attack +10d6.

Regras & Sugestões:

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


Last edited by TlTl on Sat Aug 07, 2021 4:07 am; edited 2 times in total
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Fighter Empty Ravager

Post  TlTl Tue Sep 14, 2010 2:29 pm

Fighter Ic_rava
Ravager
(PRESTIGE CLASS)
Feared by many, understood by few, the infamous Ravager is an individual who has dedicated himself to the service of Erythnul, Deity of Slaughter. Living a life of violence and savagery the Ravager seeks to spread this deities malignant influence wherever he goes, never resting long in one place lest the forces of good and law pursue him.

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

REQUIREMENTS:

Class: Fighter/Anti-Paladin
Alignment: No Lawful
Base Attack: 5
Feats: Dirty Fighting, Power Attack, Cleave
Skills: Intimidate 3, Lore 7

CLASS SKILLS:

Intimidate, Lore, Move Silently

ABILITIES:

1: Pain Touch I - A Ravager can make an unarmed touch attack that causes damage. Weapons can also transmit some pain damage.
2: Degen Aura I - Enemies near the Ravager suffer a penalty to all saving throws and slow to movement and attack speed.
3: Cruelest Cut I - A ravager can make a cruel attack causing damage plus damage over time. Also on a successful normal attack, he deals Constitution damage.
4: Pain Touch II - Damage increases.
5: Aura of Fear II - Saving throws penalty and slow increases.
6: Cruelest Cut II - Damage increases.
7: Pain Touch III - Damage increases.
8: Aura of Fear III - Saving throws penalty and slow increases.
9: Cruelest Cut III - Damage increases.
10: Visage of Terror I - On a successful touch attack you can invoke a phantasmal killer.

Epic
11: Visage of Terror II - DC increases.
Pain Touch IV - Damage increases.
12: Cruelest Cut IV - Damage increases.
Aura of Fear IV - Saving throws penalty and slow increases.
13: Pain Touch V - Damage increases.
14: Visage of Terror III - DC increases.
Bonus Feat.
15: Cruelest Cut V - Damage increases.
Aura of Fear V - Saving throws penalty and slow increases.
16: Pain Touch VI - Damage increases.
17: Visage of Terror IV - DC increases.
Aura of Fear VI - Saving throws penalty and slow increases.
Bonus Feat.
18: Cruelest Cut VI - Damage increases.
19: Aura of Fear VII - Saving throws penalty and slow increases.
Pain Touch VII - Damage increases.
20: Visage of Terror V - DC increases.
Cruelest Cut VII - Damage increases.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 20 levels.


Last edited by TlTl on Mon Jul 26, 2021 1:24 pm; edited 2 times in total
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Fighter Empty Hand of Hextor

Post  TlTl Tue Sep 14, 2010 2:29 pm

Fighter Ir_hextor
Hand of Hextor
(PRESTIGE CLASS)
While many view the Hand of Hextor simply as effective if brutal mercenaries, they are in fact templars sworn to the service of their unforgiving deity. The world is a dark and unforgiving place, or so says the Church of Hextor, wherein the strong survive by ruling the weak and forging order from the chaos. To support its dogma, the Church established this elite company of templars and made them available to hire to those whose cause complemented the Church's ultimate goals (and who could, naturally, afford to pay the hefty tithes necessary to maintain a crack unit of well-armed and well-trained men and women). The Hands are infamous for their efficient brutality: Nowhere will an employer in need of military aid locate mercenaries more dedicated to ensuring that the rule of law prevails over the forces of anarchy and chaos.

- Hit Dice: d140
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Fighter
Alignment: Lawful
Base Attack: 5
Feats: Power Attack, Cleave
Skills: Spot 4, Intimidate 4, Lore 4

ABILITIES:

Level
1: Brutal Strike - Strikes brutally causing 2d10 bludgeoning damage per character level plus 50 for each HoH level. Due to brutally of the strike, it always will stun and hold the target for 1 round. Chance to critical non-immune creatures for 50% extra damage (Weapon Master level 5 will do 100% extra damage). Two-handed and Double-sided weapons will cause 50% extra damage. Using an off-hand weapon will cause an extra attack for 50% total damage. All those who fail a fortitude save will remain 2 more rounds stunned. DC: 20 + HoH level + STR modifier. Cooldown: 4 rounds.
Tyrant Strength I - Grants +1 STR.
Great Strength I - Grants +1 base STR.
Brutality I - Grants a permanent +1 attack bonus and +1d10 weapon damage.
Frightful Presence - The Hand of Hextor gains the extraordinary ability to instill fear in others once per day. All those who fail a will save are frightened for 1 or 2 rounds. Those who succeed are merely shaken for 10 rounds. DC: 20 + HoH level + STR modifier.
2: Tyrant Strength II - Bonus increases to +2.
Great Strength II - Grants +1 base STR.
Brutality II - Bonus increases to +2 attack bonus and +2d10 physical damage.
3: Tyrant Strength III - Bonus increases to +3.
Great Strength III - Grants +1 base STR.
Brutality III - Bonus increases to +3 attack bonus and +3d10 weapon damage.
4: Great Strength IV - Grants +1 base STR.
Brutality IV - Bonus increases to +4 attack bonus and +4d10 weapon damage.
5: Tyrant Strength IV - Bonus increases to +4.
Great Strength V - Grants +1 base STR.
Brutality V - Bonus increases to +5 attack bonus and +5d10 weapon damage.
6: Great Strength VI - Grants +1 base STR.
Brutality VI - Bonus increases to +6 attack bonus and +6d10 weapon damage.
7: Tyrant Strength V - Bonus increases to +5.
Great Strength VII - Grants +1 base STR.
Brutality VII - Bonus increases to +7 attack bonus and +7d10 weapon damage.
8: Great Strength VIII - Grants +1 base STR.
Brutality VIII - Bonus increases to +8 attack bonus and +8d10 weapon damage.
9: Tyrant Strength VI - Bonus increases to +6.
Great Strength IX - Grants +1 base STR.
Brutality IX - Bonus increases to +9 attack bonus and +9d10 weapon damage.
10: Great Strength X - Grants +1 base STR.
Brutality X - Bonus increases to +10 attack bonus and +10d10 weapon damage.

Epic
11: Epic Hand of Hextor.
Tyrant Strength VII - Bonus increases to +10.
Bonus Feat.
12: Brutality XI - Bonus increases to +15 attack bonus and +20d10 weapon damage.
13: Tyrant Strength VIII - Bonus increases to +15.
14: Brutality XII - Bonus increases to +20 attack bonus and +30d10 weapon damage.
Bonus Feat.
15: Tyrant Strength IX - Bonus increases to +20
Epic Prowess.

Dicas & Sugestões:

.


Last edited by TlTl on Sat Sep 04, 2021 3:14 pm; edited 2 times in total
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Fighter Empty Man at Arms

Post  TlTl Tue Sep 14, 2010 2:29 pm

Fighter Ir_maa
Man at Arms
(PRESTIGE CLASS)
While a fighter concentrates on mastering one or two weapons, a Man at Arms prefers a wider familiarity with weapons.

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

REQUIREMENTS:

Class: Fighter/Anti-Paladin
Base Attack: 8
Feats: Power Attack, Weapon Focus (4 weapons)

ABILITIES:

Level
1: General Specialization: Gains a +20 bonus to attack and damage with any weapon.
3: Master Critical: Have Improved Critical feat with any weapon he has Weapon Focus in.
4: Focused Strike: When he using the Power Attack feat he deals additional damage.
5: Improved Initiative.
6: Strike at the Core: A mortal strike that deals massive damage. Passivl causes Constitution damage.
7: Spring Attack.
8: Furious Assault: The Man at Arms unleashes their fury, great increasing the damage dealt and making additional attacks.
9: Legendary Prowess: gains +10 to AC, +20 attack and +20 damage.
10: True Mastery - Gains Weapon Focus in any four weapons.
Superior Initiative.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os os 10 levels.
Dica:Por motivos óbvios, não pegue os feats que a classe já vai ganhar em certo level. Exemplos: Spring Attack, Epic Initiative.


Last edited by TlTl on Tue Aug 17, 2021 8:09 pm; edited 4 times in total
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Fighter Empty Swashbuckler

Post  TlTl Tue Sep 14, 2010 2:29 pm

Fighter Ir_swash
Swashbuckler
(PRESTIGE CLASS)
The Swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making them a versatile character indeed.

- Hit Dice: d140
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Fighter
Skills: Tumble 2, Intimidate 5

ABILITIES:

Level
1: Weapon Finesse - A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength.
2: Grace I - Gains a bonus on Reflex saves. The swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered.
Dodge I - The swashbuckler gains a bonus to their AC against their current target or last attacker. This dodge bonus is only granted in light armor or clothing, and while unencumbered.
3: Insightful Strike - A swashbuckler is able to place finesse attacks where they deal greater damage. They apply their Intelligence bonus to all damage rolls in addition to Strength damage bonus. This bonus applies only when equipped with light weapons, or any weapon used with the Weapon Finesse feat. A swashbuckler loses this bonus when wearing medium or heavy armor, or while encumbered with weight.
Dodge II - Bonus increases.
4: Grace II - Bonus increases.
Dodge III - Bonus increases.
5: Slippery Mind - Characters failing their Will save versus mind-affecting spells get an automatic reroll.
Dodge IV - Bonus increases.
6: Grace III - Bonus increases.
Dodge V - Bonus increases.
7: Weakening Critical - A vicious strike that deals Strength damage. Passively any critical hit deals more Strength damage to their opponent.
Dodge VI - Bonus increases.
8: Grace IV - Bonus increases.
Dodge VII - Bonus increases.
9: Wounding Critical - Wounds the target causing serious bleeding. Passively any critical hit deals Constitution damage to their opponent.
Dodge VIII - Bonus increases.
10: Grace V - Bonus increases.

Regras & Sugestões:

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


Last edited by TlTl on Tue Jul 13, 2021 1:56 am; edited 1 time in total
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Fighter Empty Weapon Master

Post  TlTl Tue Sep 14, 2010 2:29 pm

Fighter Ir_wm
Weapon Master
(PRESTIGE CLASS)
For the weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with his body, to make them one, and to use the weapon as naturally and without thought as any other limb.

- Hit Die: d60
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Any
Base Attack: 5
Feats: Weapon Focus (Melee Weapon), Dodge, Mobility, Expertise, Spring Attack, Whirlwind Attack
Skill: Intimidate 4

ABILITIES:

Level
1: Weapon of Choice - One is chosen and there-after all Weapon Master special abilities will only work while that type of weapon in equipped.
Ki Damage - Channel the Ki to deal extra physical and magical damage on every attack for a short time. The damage is based on Weapon Master level.
3: Superior Weapon Focus - Add +5 to attacks with Weapon of Choice.
5: Increase Multiplier - Add +1x Critical Damage Multiplier to Weapon of Choice.
7: Ki Critical - Passively add +2 Threat Range to Weapon of Choice. If used gives +1 STR per Weapon Master level plus 6d6 Massive Critical to equipped Weapon(s) of Choice(s).
10: Improved Ki Damage - Damage increases furthermore based on STR modifier and Paragon.

EPIC:

11: Epic Weapon Master
Superior Weapon Focus - For every epic weapon master level gain an additional +1 to attack to the Weapon of Choice.
Bonus Feat
13: Bonus Feat
15: Superior Ki Damage - Doubles the duration time and reduces cooldown time.
16: Bonus Feat
19: Bonus Feat
20: Supreme Ki Damage - Doubles the physical damage.


INFO:

- Weapon Master can be added to almost every class;
- Building a Weapon Master can basically go two ways: Going 7 or 10 levels for the passives or all the way to 15 or 20 epic levels for the massive damage from Ki Damage;
- Ki Damage will deal 1d10 physical damage (based on equipped weapon of choice) plus 10 magical damage per Weapon Master level. Improved will add STR modifier and consider Paragon as a Weapon Master level. Superior will increase the duration from 1 to 2 rounds and reduce the cooldown from 4 to 3 rounds. Supreme will just double the total physical damage;
- Increase Multiplier will add +1x to weapon of choice critical damage. Example: a Longsword deals 2x more damage when landing a critical, getting this feat will increase to 3x;
- Ki Critical passively increases +2 to threat range to weapon of choice, this will increase the chance to land a critical (The critical chance is based on weapon type).


Last edited by TlTl on Thu Sep 01, 2022 4:44 am; edited 8 times in total
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Fighter Empty Tempest

Post  TlTl Tue Sep 14, 2010 2:30 pm

Fighter Ir_tempest
Tempest
(PRESTIGE CLASS)
The Tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as dancer to describe the movement of a Tempest and her two blades, but mastery of this fighting style is not about dancing. Nor is it about impressing anyone - least of all poets. The Tempest focuses on learning the ultimate secrets of two-weapon fighting for a single purpose - the destruction of her enemies.

- Hit Die: d100
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Any
Base Attack: 9
Feats: Ambidexterity, Dodge, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (Melee Weapon)

ABILITIES:

Levels
1: Two-Weapon Defense I - The Tempest gains 10 AC bonus to dodge.
Improved Two-Weapon Fighting - The Tempest can make a second attack per round in his off hand but at a -5 penalty to attack bonus.
Two-Weapon Rend - If the Tempest hits an opponent with a slashing or piercing weapon in each hand in the same round, may automatically rend the opponent dealing 1 slashing damage per level plus the base damage and enhanced bonus of both weapons and STR and DEX modifier. Rend can happen once per round.
2: Two-Weapon Defense II - Bonus increases to 15 AC.
Greater Two-Weapon Fighting - The Tempest can make a third attack per round in his off hand.
3: Perfect Two-Weapon Fighting - The Tempest can make a fourth attack per round in his off hand.
Two-Weapon Defense III - Bonus increases to 20 AC.
4: Supreme Two-Weapon Fighting - The Tempest gains +1 attack per round when using 2 weapons.
5: Absolute Ambidexterity - The Tempest gains +15 attack bonus when using 2 weapons. Also decreases the off-hand penalties to -0/-0.

INFO:
- Tempest can be added to almost every class;
- If you equip a Shield for defensive purposes, the bonuses from Tempest will not apply;
- Two-Weapon Rend will work only with slashing, piercing and partial blundgeoning weapon (like a morning star for example).


Last edited by TlTl on Thu Sep 01, 2022 11:23 am; edited 6 times in total
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Fighter Empty Champion of Corellon

Post  TlTl Tue Sep 14, 2010 2:30 pm

Fighter Ir_spells
Champion of Corellon
(PRESTIGE CLASS)
"When an arrow will not suffice, when no spell will overcome, a stout heart and a sharp blade may prevail. With Corellon's grace, I fear no foe who stands within reach of my sword."
Many evil warriors believe that elves, while dangerous in ranged combat, have no stomach for melee. They expect that elves would fall like leaves in an autumn windstorm once the battle becomes the work of sword and axe rather than arrow and spell. These warriors have never encountered a Champion of Corellon Larethian.
The Champion of Corellon Larethian is a noble elf fighter, an elf knight or lord who can stand up to any orc or human warrior. All elves admire the grace, discipline, and skill necessary to become a swordmaster, and the Champion of Corellon Larethian is the very paragon of elven swordmanship. Clad in shining elven mail or plate, the Champion relies on quickness, agility, and an almost scholarly study of swordplay instead of brute power.
As the name suggests, a Champion of Corellon Larethian holds a special place in elf society. Large temples of Corellon Larethian often host groups of Champions who serve as elite temple guards, advisors and bodyguards to elf rulers, and questing knights in the service of the whole elf race.

- Hit Die: d110
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Fighter
Race: Elf
Alignment: No Evil
Base Attack: 7
Feats: Dodge, Expertise, Weapon Focus (Longsword)
Skills: Lore 2, Persuade 4

ABILITIES:

Level
1: Corellon's Blessing - Can heal damage equal to 500 per CoC level plus 100 per non CoC level. Cooldown: 2 minutes.
Bonus Feat.
2: Elegant Strike - A deadly strike that overcomes enemy defenses, dealing 2d10 slashing damage per char level plus 30 slashing bonus per CoC level. Will also reduce target AC and all abilities by 2 per CoC level for 5 rounds. Using any off-hand weapon will deal an extra attack that deals half damage. Cooldown: 10 seconds.
3: Superior Defense - The Champion of Corellon learns special techniques for making the best use of an elf's natural agility even while wearing restrictive armor giving 15 bonus AC to both armor and shield.
4: Bonus Feat.
5: Unimpeded Movement - Gains haste and becomes immune to paralysis, slow, entanglement spells and no longer has reduced movement when wearing medium or heavy armor. If you know the Spring Attack feat, your unimpeded movement ability allows you to use Spring Attack even while wearing heavy armor.
7: Bonus Feat.
10: Corellon's Wrath - Gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light as a free action. You gain 10 attack bonus and 10d10 divine damage for 10 seconds.
Bonus Feat.

Dicas:

- Por exigir Expertise e Dodge, é necessário possuir pelo menos 13 de INT e DEX, sendo recomendado 14 para arredondamento.
- Corellon's Blessing não é igual Lay on Hands, portanto não use em undeads inimigos achando que vai machucar.
- Elegant Strike é um feat de ataque que rola um dado de 20 e soma alguns bonus de ataque da personagem para determinar o acerto, rolar 1 = erro e rolar 20 = x2 critical.
- Adicionando a classe Weapon Master (no quinto level), o dano do critical do Elegant Strike aumentará para x3, no entanto a chance de critical ainda é a mesma (rolando 20).
- Usar um escudo é interessante para ganhar o bonus do Superior Defense, no entanto se fizer dual-wield (usar 2x longswords), o dano do Elegant Strike aumenta.
- Não pegue o feat épico Blinding Speed já que o Unimpeded Movement tem o mesmo efeito e ainda proporciona freedom.
- Corellon's Wrath é instant cast e pode ser usado durante os ataques, dura pouco, mas pode ser usado o tempo todo.


Last edited by TlTl on Tue Jul 13, 2021 1:56 am; edited 1 time in total
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Fighter Empty Waylayer

Post  TlTl Tue Sep 14, 2010 2:30 pm

Fighter Ir_crossbow
Waylayer
(PRESTIGE CLASS)
The Waylayer is a crossbow-oriented marksman, taking advantage of the higher damage and slower firing rate of his weapon when compared to Rangers. Like the Ranger, Waylayers prefer to stay out of melee combat to maintain a high level of survivability while dispatching enemies from afar. The power of their mighty crossbows has been known to rip right through opponents, plunging their bolts into opponents standing or hiding behind them. The perfect ambusher.

- Hit Die: d60
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Fighter
Race: Human
Feats: Weapon Specialization: Heavy Crossbow or Light Crossbow
Skill: Spot 4

ABILITIES:

Level
1: Favored Enemy - Gains +1 ballistic, +1 piercing and +1 bludgeoning bonus to any damage delivered to their favored enemy per Waylayer level. They also receive a +1 bonus on Listen, Spot, and Taunt checks against the favored enemy.
Point Blank Shot - This feat negates the -4 penalty for using missile weapons in melee range, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet.
Rapid Reload - The Waylayer is able to reload so quickly that they get the same number of attacks with any crossbow as they would if they were using a normal bow.
2: Uncanny Dodge 1 - The Waylayer retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
3: Many Shot - You can fire multiple arrows simultaneously against a nearby target (30 feet). You may fire 2, 3 or 4 extra bolts.
Grace I - Gains a +5 bonus on Reflex saves and AC (no medium or heavy armor allowed).
4: Hawk Aspect - Gains haste plus 1 extra attack. Passive effect: +20 attack bonus.
5: Armored Grace - Can wear medium armor without losing Grace bonuses.
Pinpoint Accuracy - You may spend a round to aim a target, and receive extra ballistic damage bonus and +5 to your attack roll the next round. You may aim for up to 3 consecutive rounds, gaining a maximum +20 attack bonus and massive ballistic damage, but you only make a single attack.
6: Dodge Favored Enemy - A Waylayer's favored enemy bonuses apply to his AC (Dodge bonus).
7: Resist Favored Enemy - A Waylayer's favored enemy bonuses apply to his Saving throws vs. spells.
8: Grace II - 10 to AC and reflex.
Snare Mastery - +20 to Craft Traps, Set Traps and Disable Traps.
9: Aimed Shot - When you make a attack using pinpoint accuracy, you sacrifice your additional attacks. You deal additional ballistic damage per iterative attack.
Fast Movement - Gives 10% bonus to movement.
10: Owl Aspect - Gives +20 Spot, +20 Hide, +20 Move Silent. Passive effect: low-light vision ability and Alertness feat.
Woodland Stride - Immune to the Grease, Web, and Entangle spells.

Epic
11: Epic Waylayer.
Improved Many Shot - You can fire multiple arrows simultaneously against a nearby target (30 feet). You may fire 5 or 6 bolts.
12: Track - Gain plus 1 to Spot, Search and Listen.
Trackless Step - Grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.
13: Grace III - 15 to AC and reflex.
14: Viper Aspect - Adds Poison to Bolts. Passive effect: gains immunity to all poisons.
15: Killing Shot - When you make a attack using pinpoint accuracy, the critical range on the weapon increased by 2.
16: Improved Favored Enemy - Extra +20 divine damage against your favorite enemy.
17: Perfect Shot - When you make a attack using pinpoint accuracy, you sacrifice your additional attacks. You deal additional massive ballistic damage per iterative attack.
18: Grace IV - 20 to AC and reflex.
19: Overwhelming Critical (crossbows) - Extra damage on a successful critical hit.
20: Hide In Plain Sight - The Waylayer can use the Hide skill even while being observed.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 20 levels
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Fighter Empty Re: Fighter

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