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Fighter Classes de Prestígio

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Blackguard

Mensagem  TlTl em Ter Set 14, 2010 2:23 pm


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

REQUIREMENTS:

Class: Fighter
Alignment: Evil
Base Attack: 6
Feat: Cleave
Skill: Hide 5

RESTRICTIONS:

Level: Must have all 20
Combination: No restriction
3rd Class: No

ABILITIES:

Level
1: Use Poison - Automatic success when coating a weapon with poison.
Sneak Attack +1d6.
Blade of Blood - as spell. 10 uses per day.
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.
3: Create Undead - summons an undead ally.
Turn Undead - Make undead flee.
Sneak Attack +2d6.
4: Sneak Attack +3d6.
5: Summon Fiend - summons a fiendish ally.
Sneak Attack +4d6.
6: Inflict Serious Wounds - as spell.
Sneak Attack +5d6.
7: Contagion - as spell.
Sneak Attack +6d6.
8: Inflict Critical Wounds - as spell.
Sneak Attack +7d6.
9: Poison - as spell.
Sneak Attack +8d6.
10: Sneak Attack +9d6.
Freedom of Movement - as spell.

Epic
11: Epic Blackguard.
12: Sneak Attack +10d6.
13: Sneak Attack +11d6.
14: Sneak Attack +12d6.
15: Epic Fiendish Servant.
16: Sneak Attack +13d6.
18: Sneak Attack +14d6.
20: Sneak Attack +15d6.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir pelo menos os 10 levels básicos da classe, níveis épicos são opcionais.
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Anti-Paladin

Mensagem  TlTl em Ter Set 14, 2010 2:23 pm


Anti-Paladin
(PRESTIGE CLASS)
The Anti-paladin is, as the name suggests, the antithesis of the virtuous Paladin. Whereas the Paladin uses divine favour to strike at the forces of evil, the Anti-paladin harnesses those very forces to wreak havoc among his foes.
Mantled with unholy favour, this paragon of evil cuts a swathe of death and destruction everywhere he goes, leaving chaos and misery in his wake. The Anti-paladin can call upon the powers of darkness to smite his foes in many different ways, inflicting pain, disease and terror on any who stand in his way.
Fear him. Loathe him. Beware him. This is a true champion of evil!

- Hit Die: d90
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Fighter
Alignment: Chaotic Evil
Skill: Intimidate 5

RESTRICTIONS:

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

ABILITIES:

Level
1: Smite Good - Attempt to smite a good aligned enemy with one normal melee attack.
Doom - as spell.
2: Divine Grace - Adds their Charisma bonus (if positive) to all saving throws.
Bull's Strength - as spell.
3: Aura of Fear - Gains an evil aura, enemies suffers a -10 against fear effects and you're immune to fear.
4: Turn Outsider.
Fear - as spell.
5: Death Knell - If a creature with less than 1000 HP fails will save, dies and the Anti-Paladin gains 100d10 temp HP, +5 Str and +5 caster levels. If the creature successful saves, still takes 1d20+5 negative damage per caster level.
Unholy Sword - Similar to Paladin's Holy Sword.
6: Contagion - as spell.
8: Summon Fiend - Summons a Dark Balor.
9: Death Ward - as spell.
10: Lay on Hands - With this feat, characters can heal damage equal to their class level multiplied by their Charisma modifier.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 2:23 pm


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

REQUIREMENTS:

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

RESTRICTIONS:

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

ABILITIES:

Level
1: Lay on Hands.
Sacred Defense 1 - Grants +1 to all saving throws.
2: Sacred Defense 2.
3: Smite Good.
Sacred Defense 3.
4: Sacred Defense 4.
5: Divine Wrath.
Sacred Defense 5.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 2:24 pm


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
Alignment: Evil
Base Attack: 6
Feats: Disciple of Darkness, Expertise, Power Attack

RESTRICTIONS:

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

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, the rusting effect spreads to both armor and shield causing the following effects: -2 penalty to attack, damage and enhancement per Disciple of Dispater level. Will also low the AC from the weapon, shield or off-hand weapon and armor by the same amount. Rusting Grasp affects any kind of material.
4: Iron Power - When using an iron or steel weapon, gain 10 attack bonus and 10 divine damage. Furthermore his threat range is doubled as if the weapon were keen.
5: Summon Erinyes - Summons an Erinye. At level nine, summons an army of 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.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 2:25 pm


Samurai
(PRESTIGE CLASS)
Samurai are professional warriors, members of the noble class, trained in the art of warfare. Born into a society which values unswerving loyalty and honour above all else, the Samurai is trained from childhood in a value system that influences every area of life.
A disgraced or masterless Samurai cut loose from this all-pervading value system is no longer considered a Samurai, but rather a common mercenary fighter, a Ronin with no honour and no standing in society.

- Hit Die: d70
- Proficiency: Exotic weapons
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Fighter
Alignment: Lawful
Skill: Discipline 5

RESTRICTIONS:

Level: Must have 20-38
Combination: Weapon Master, Tempest
3rd Class: No

ABILITIES:

1: Ancestral Daisho - All Samurai carry two masterwork weapons - katana + wakizashi or katana + katana. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. He can awaken the supernatural abilities latent in the weapons enhancing them.
10: Harakiri - The Harakiri can be used voluntarily by Samurai to die with honor rather than fall into the hands of their enemies. The Harakiri as well know as Seppuku will damage the Samurai, summoning his ancestrals for a shot time. While under the effects of ancestrals spirits, all attack, damage, and number of attacks is increased and the Samurai cannot be harmed.

KATANA:

Encantamentos gerais: Encantamento da arma, aumento de habilidades e savings.

Enchantment: 1-20 de 4 em 4;
Strength: 1-6 de 2 em 2;
Dexterity: 1-6 de 2 em 2;
Constitution: 1-6 de 2 em 2;
Intelligence: 1-6 de 2 em 2;
Wisdom: 1-6 de 2 em 2;
Charisma: 1-6 de 2 em 2;
Fortitude: 1-20 de 5 em 5;
Reflex: 1-20 de 5 em 5;
Will: 1-20 de 5 em 5.

Defensiva: Aumento do AC, resistências elementais, imunidades e regeneração.

Armor Class (AC): 1-20 de 4 em 4;
Fire Resistance 50/-;
Cold Resistance 50/-;
Acid Resistance 50/-;
Electrical Resistance 50/-;
Immunity: Paralysis;
Immunity: Poison;
Immunity: Disease;
Immunity: Fear;
Regeneration +10.

Ofensiva: Escolha 1 dos 4 elementos para aumentar o dano de sua katana, podendo também afiá-la com o keen.

Damage Bonus: Fire 3d10, 6d10, 10d12;
Damage Bonus: Cold 3d10, 6d10, 10d12;
Damage Bonus: Acid 3d10, 6d10, 10d12;
Damage Bonus: Electrical 3d10, 6d10, 10d12;
Keen.

Spells: Algumas spells que ajudam o samurai de várias maneiras, podem ser usadas 5 vezes ao dia.

Cast: 5/day Haste;
Cast: 5/day Improved Invisibility;
Cast: 5/day Premonition;
Cast: 5/day Mordenkainen's Arcane Disjunction.

Habilidades de Multiclasse: Totalmente disciplinado, um samurai pode assimilar características de outras classes, podendo escolher um caminho físico (bárbaro, paladino/clérigo, fighter, druid/ranger, rogue ou monk) e um arcano (wizard/sorcerer ou bard).

Rage of the Bull: Usando a brutalidade de um bárbaro, o samurai ganha +8 STR, +8 CON e 20 discipline;
Power of Faith: Com ajuda divina garantida através da observação de paladinos e clérigos, o samurai ganha +10 AC bonus vs undead, +5d6 positive damage vs undead e 20 heal;
Sting of the Scorpion: Com a precisão de um guerreiro, o samurai ganha Weapon Specialization e Epic Weapon Specialization em katanas, 20 discipline e a possibilidade de envenenar os inimigos que ataca (Poison Large Scorpion).
Nature's Wrath: Utilizando-se da natureza, com a tranquilidade de um druida e os olhos de um arqueiro, o samurai ganha 20 Spot e a possibilidade de diminuir a velocidade dos inimigos que ataca (Slow).
Silent Assassin: Com a furtividade de um ladino, o samurai ganha 20 Hide e é capaz de realizar ataques furtivos (5d6 Sneak Attack);
Closed Body: Com a incrível resistência de um monge, o samurai consegue resistir a algumas spells com sua Spell Resistance 30 e desviar melhor de flechas;
Singing Blade: Com a astúcia de um bardo, o samurai consegue fazer com que sua katana "cante" ao acertar seus inimigos (spell on hit: Horizikaul's Boom) e desenvolve resistêcia a danos sônicos (50/- sonic resist);
Elemental Fury: O controle dos elementos na lâmina da katana não é um problema para o samurai, pode usar o fogo (spell on hit: Fireburst), o gelo (spell on hit: Snilloc Snow Ball), o raio (spell on hit: Electric Jolt) ou ácido (spell on hit Acid Splash) + 5 saves vs o respectivo elemento.

Habilidades Épicas (samurai level 21+): Em níveis épicos, o samurai possui habilidades ainda mais poderosas.

Immunity: Death Spells;
Immunity: Mind-affecting;
Vampiric Regeneration: 40 + 5 saves vs death;
Massive Criticals: 8d8.

Epic Ancestral Daisho
O samurai pode aumentar o valor total de sua katana.

WAKIZASHI:

O samurai pode também usar sua wakizashi, que pode ser melhorada a cada 10 levels de samurai. Desde o primeiro level, o samurai pode usar sua Wakizashi, ao atingir o level 10, pode considerar em dar upgrade para uma Rare Wakizahi, no level 20 usar uma Epic Wakizashi e com 30 levels finalmente sua Ancestral Wakizashi, um artefato incrível que apenas os melhores samurais conseguem manipular.

Regras & Sugestões:

- Ao escolher essa classe, você deverá possuir pelo menos 20 levels básicos, apesar de ser recomendado o maior level possível;
- Para melhorar sua espada, o samurai faz oferendas para seus ancestrais. Quanto maior o level do samurai, maior o poder da espada;
- Classes de prestígio permitidas: Weapon Master e Tempest.
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Samurai Bushido

Mensagem  TlTl em Ter Set 14, 2010 2:25 pm


Samurai Bushido
(PRESTIGE CLASS)
Known for their matchless bravery and strict code of honor, the samurai were the noble soldiers of feudal Japan. The reputation of samurai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness.

- Hit Die: d70
- Proficiency: Exotic weapons
- Skill Points: 2 + Int Mod

REQUIREMENTS:

Class: Fighter
Alignment: Lawful
Skill: Discipline 5

RESTRICTIONS:

Level: Must have all 20
Combination: Weapon Master, Tempest
3rd Class: No

ABILITIES:

1: Kiai Smite - A powerful smiting attack. The samurai gains a bonus on the attack and damage roll plus extra divine damage.
Daisho Proficiency: In melee combat, a samurai favors the katana and the wakizashi. The samurai receive an heirloom set of these two blades, known as the daisho.
2: Two-Weapon Fighting.
6: Staredown - A samurai becomes able to strike fear into his foes by his mere presence. He gains a bonus on Intimidate checks and can demoralize an opponent.
8: Improved Initiative.
10: Mass Staredown - A samurai has sufficient presence that he can cow multiple foes. Using a Intimidate check, the samurai can demoralize all opponents within 30 feet with a single action.
11: Improved Two-Weapon Fighting.
14: Improved Staredown - Even a glance from the hard eyes of a samurai is enough to give his foes a pause. The effects of Staredown and Mass Staredown now last more.
16: Greater Two-Weapon Fighting.
20: Frightful Presence - A Samurais bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save(DC 20 + Cha Modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have more than 4 Hit Dice, but fewer than the Samurai). Creatures with more Hit Dice then the Samurai are not affected. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours.

Regras & Sugestões:

- Ao escolher essa classe, você deverá possuir os 20 levels;
- Samurai Kiai usa CHA em suas habilidades;
- Classes de prestígio permitidas: Weapon Master e Tempest.
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Iaijutsu Master

Mensagem  TlTl em Ter Set 14, 2010 2:25 pm


Iaijutsu Master
(PRESTIGE CLASS)
Iaijutsu is the martial art of drawing a weapon, almost always a katana and attacking with it in the same fluid motion. It is the foundation of some forms of dueling, and its masters are feared and respected throughout the world.

- Hit Die: d70
- Skill Points: 4+ Int Modifier

REQUIREMENTS:

Class: Fighter
Alignment: Lawful
Base Attack: 4
Feats: Improved Initiative, Weapon Focus: Katana
Skill: Iaijutsu Focus 1

RESTRICTIONS:

Level: Must have all 20
Combination: Weapon Master
3rd Class: No

ABILITIES:

Level
1: Katana Finesse - The Iaijutsu Master can use their Dexterity modifier instead of Strength for attack bonuses while using a katana.
2: Canny Defense - While wearing no armor, the Iaijutsu Master can add their Intelligence modifier to their AC while using a katana.
3: Iaijutsu Attack - If an Iaijutsu Master begins combat within melee range of an opponent, they can make an attack drawing the weapon at the same time as striking which grants 1d10 slashing damage per character level and point of Iaijutsu Focus. Cooldown: 2 rounds.
4: Bonus Feat.
8: One Strike, Two Cuts - The Iaijutsu Master can make a powerful double-attack dealing 1d10 slashing and pure physical damage per character level and point of Iaijutsu Focus. Cooldown: 3 rounds.
9: Bonus Feat.
10: Strike from the Void - Iaijutsu Attack becomes even more deadly, all Iaijutsu Master special attacks uses his Dexterity, Intelligence and Charisma to deal more damage. When an Iaijutsu Attack is performed, a second strike hits the enemy, increasing Parry, Discipline and Intimidating skills by 30 plus Deflection, Dodge and Natural armor by 10 for 10 rounds.

Epic
11: Epic Iaijutsu Master.
12: Self-Concealment I - Gains a 10% concealment bonus.
13: Self-Concealment II - Gains a 20% concealment bonus.
14: Self-Concealment III - Gains a 30% concealment bonus.
15: Echoes of the Edge - The epic Iaijutsu Master gains the ability to strike at all nearby creatures. This attack is resolved at the highest base attack bonus and deals an amount of damage equal to 1d20 slashing damage per Iaijutsu Focus skill point. Cooldown: 2 rounds.
16: Self-Concealment IV - Gains a 40% concealment bonus.
17: Self-Concealment V - Gains a 50% concealment bonus.
18: Improved Iaijutsu Focus - The bonus damage from Iaijutsu Atttack is increased by 100 slashing damage.
19: Epic Dodge - 100% avoids the first attack each round.
20: Spirit Strike - The epic Iaijutsu Master can draw their sword, strike with it dealing 10d20 pure physical damage per hit 10 times, and return it to its sheath so quickly that they don't even seem to move. The strike hits numerous times with a single cut, no blood stains the blade, cannot miss and the victim may not initially realize they have been cut. Cooldown: 20 seconds. PVP Cooldown: 2 minutes.

Regras & Sugestões:

- Ao escolher essa classe, você deverá possuir os 20 levels;
- O Iaijutsu Master usa DEX para acertar os ataques, INT adiciona AC e CHA é usado em suas habilidades, inclusive o Iaijutsu focus é baseado em CHA;
- Classes de prestígio permitidas: Weapon Master e Tempest.
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Vigilant

Mensagem  TlTl em Ter Set 14, 2010 2:26 pm


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

RESTRICTIONS:

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

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.
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Legendary Dreadnought

Mensagem  TlTl em Ter Set 14, 2010 2:26 pm


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

RESTRICTIONS:

Level: Must have all 15
Combination: No restriction
3rd Class: Yes

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.
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Thayan Knight

Mensagem  TlTl em Ter Set 14, 2010 2:26 pm


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

RESTRICTIONS:

Level: Must have all 15
Combination: Vigilant, Legendary Dreadnought, Hand of Hextor, Man at Arms, Weapon Master
3rd Class: No

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.
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Dwarven Defender

Mensagem  TlTl em Ter Set 14, 2010 2:26 pm


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)

RESTRICTIONS:

Level: Must have 20-30
Combination: Vigilant, Deepstone Sentinel, Weapon Master
3rd Class: No

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 +1 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.
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Deepstone Sentinel

Mensagem  TlTl em Ter Set 14, 2010 2:26 pm


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

RESTRICTIONS:

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

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.
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Lasher

Mensagem  TlTl em Ter Set 14, 2010 2:28 pm


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

RESTRICTIONS:

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

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: Whip Sneak Attack +3d6.
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).
4: Lashing Whip - The lasher adds damage bonus to her whip. If the lasher has already gained weapon specialization, the damage bonus stacks.
5: Whip Sneak Attack +4d6.
6: Whip Sneak Attack +5d6.
Improved Disarm (Whip).
7: Whip Sneak Attack +6d6.
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.
8: Whip Sneak Attack +7d6.
Crack of Doom - A lasher can damage all nearest enemies when attacks. This ability supersedes Crack of Fate (the abilities do not stack).
9: Whip Sneak Attack +8d6.
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.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 2:29 pm


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
Alignment: No Lawful
Base Attack: 5
Feats: Dirty Fighting, Power Attack, Cleave
Skills: Intimidate 3, Lore 7

RESTRICTIONS:

Level: Must have all 20
Combination: No restriction
3rd Class: No

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.
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Hand of Hextor

Mensagem  TlTl em Ter Set 14, 2010 2:29 pm


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

RESTRICTIONS:

Level: Must have all 15
Combination: No restriction
3rd Class: Yes

ABILITIES:

Level
1: Brutal Strike I - Strikes brutally causing 2d10 bludgeoning damage per character level plus another 100 for each 5 HoH levels. Due to brutally of the strike, it always will stun and hold the target for 1 round. All those who fail a fortitude save will remain 1 or 2 rounds stunned. DC: 20 + HoH level + STR modifier. 5x/day. Cooldown: 20 seconds.
Tyrant Strength I - Grants +1 STR and +1 divine damage.
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: Brutal Strike II - 10x/day.
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: Brutal Strike III - 15x/day.
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: Brutal Strike IV - 20x/day.
Great Strength IV - Grants +1 base STR.
Brutality IV - Bonus increases to +4 attack bonus and +4d10 weapon damage.
5: Brutal Strike V - 25x/day.
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: Brutal Strike VI - 30x/day.
Great Strength VI - Grants +1 base STR.
Brutality VI - Bonus increases to +6 attack bonus and +6d10 weapon damage.
7: Brutal Strike VII - 35x/day.
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: Brutal Strike VIII - 40x/day.
Great Strength VIII - Grants +1 base STR.
Brutality VIII - Bonus increases to +8 attack bonus and +8d10 weapon damage.
9: Brutal Strike IX - 45x/day.
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: Brutal Strike X - 50x/day.
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 +8 and damage increases to +10.
Bonus Feat.
12: Brutal Strike XI - 100x/day.
Brutality XI - Bonus increases to +15 attack bonus and +20d10 weapon damage.
13: Tyrant Strength VIII - Bonus increases to +10 and damage increases to +15.
14: Brutal Strike XII - Unlimited.
Brutality XII - Bonus increases to +20 attack bonus and +30d10 weapon damage.
Bonus Feat.
15: Tyrant Strength IX - Bonus increases to +12 and damage increases to +20.
Epic Prowess.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 15 levels.
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Man at Arms

Mensagem  TlTl em Ter Set 14, 2010 2:29 pm


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
Base Attack: 8
Feats: Power Attack, Weapon Focus (4 weapons)

RESTRICTIONS:

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

ABILITIES:

Level
1: General Specialization: Gains a 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 and 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 +2 to AC, attack and 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.
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Swashbuckler

Mensagem  TlTl em Ter Set 14, 2010 2:29 pm


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

RESTRICTIONS:

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

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.
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Weapon Master

Mensagem  TlTl em Ter Set 14, 2010 2:29 pm


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

RESTRICTIONS:

Level: Must have 7-35
Combination: No restriction
3rd Class: Yes

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 - Once per day per level maximum damage is dealt.
5: Increase Multiplier - Add 1x to weapon critical damage multiplier (i.e. 2x becomes 3x, 3x becomes 4x, etc.).
Superior Weapon Focus - Add +1 to attacks with weapon of choice.
7: Ki Critical - Passively Add +2 to weapon of choice threat range. If used increases weapon threat range of all nearby allies.

EPIC LEVEL:

Bonus Feats: 1 bonus feat every 3 levels.
Superior Weapon Focus: For every five levels gained an additional +1 to attack is granted to the Weapon of Choice.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir pelo menos os 7 levels básicos da classe, os níveis acima de 7 são opcionais. Apesar de deixar o personagem com ótimos críticos, não é recomendado se escolhido por classes tanks.
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Tempest

Mensagem  TlTl em Ter Set 14, 2010 2:30 pm


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

RESTRICTIONS:

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

ABILITIES:

Levels
1: Two-Weapon Defense I - The Tempest gains 10 AC bonus to dodge.
Improved Two-Weapon Fighting - Character is able to get a second off hand attack at a -5 penalty to attack roll.
Two-Weapon Rend - The Tempest rend the opponent dealing damage equal to the base damage of the smaller weapon plus Strength and Dexterity modifier per 2 characters level.
2: Two-Weapon Defense II - Bonus increases to 15.
Greater Two-Weapon Fighting - The penalty is now only -2 penalty to her attack bonus.
3: Supreme Two-Weapon Fighting - Tempest gains another attack per round in her off hand but at a -4 penalty to her attack bonus.
Two-Weapon Defense III - Bonus increases to 20.
4: Perfect Two-Weapon Fighting -Tempest gains another attack per round.
5: Absolute Ambidexterity - Increases attack bonus when using 2 weapons plus decreases the two-weapon fighting or a non-light weapon in the off-hand penalties to -0/-0.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 2:30 pm


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

RESTRICTIONS:

Level: Must have all 10
Combination: Vigilant, Weapon Master, Tempest, Legendary Dreadnought
3rd Class: No

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.
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Waylayer

Mensagem  TlTl em Ter Set 14, 2010 2:30 pm


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

RESTRICTIONS:

Level: Must have all 20
Combination: Vigilant, Weapon Master
3rd Class: No

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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Re: Fighter Classes de Prestígio

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