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Sorcerer Empty Sorcerer

Mensagem  TlTl Ter Set 14, 2010 9:58 pm

Sorcerer Ir_sorcerer
Sorcerer
(BASE CLASS)
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.

WARNING: To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. For example, to cast a 9th-level spell, a sorcerer must have a Charisma of 19.

- Hit Die: d18.
- Proficiencies: All simple weapons. Sorcerers are not proficient with armor or shields.
- Skill Points (4 at 1st level): 2 + Intelligence Modifier.
- Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor).


LEVEL:

1. Summon Familiar: A character with this feat may summon a familiar once per day. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.
Weapon Proficiency (simple): This feat allows effective use of all simple weapons, including the club, dagger, mace, sickle, spear, morningstar, quarterstaff, light and heavy crossbows, dart, and sling.
2. Jump: A successful check allows a character to jump over pits, vault low fences.
5. Craft Wand: The spellcaster can create a wand of any spell of 4th level or lower that he knows. Crafting a wand costs a small amount of XP and gold, depending on the level of the spell to be crafted into the wand.

EPIC:

21. Epic Sorcerer
31. Great Charisma I
32. Great Charisma II
33. Great Charisma III
34. Great Charisma IV
35. Great Charisma V
36. Great Charisma VI
37. Great Charisma VII
38. Great Charisma VIII
39. Great Charisma IX
40. Great Charisma X


INFO:

- Main attribute: Charisma (CHA);
- Must have 19 base CHA to cast all the 9 spell ranks;
- Best races: Human, Half-Elf, Gnome, Elf;
- Recommended Equipment: Staff, Dagger, Small Shield, Robe.



Sorcerer Prestige Classes (13):

Archmage
Harper Mage
Diabolist
Hathran
Hexblade
Eldritch Knight
Suel Archanamach
Thrall of Graz'zt
Elemental Savant of Air
Elemental Savant of Earth
Elemental Savant of Fire
Elemental Savant of Water
Acolyte of the Skin


Última edição por TlTl em Ter Ago 30, 2022 8:22 pm, editado 7 vez(es)
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Sorcerer Empty Archmage

Mensagem  TlTl Ter Set 14, 2010 10:00 pm

Sorcerer Ir_epicspell
Archmage
(PRESTIGE CLASS)
The highest art is magic, often referred to as *the* Art. Its most advanced practitioners are frequently Archmages, bending spells in ways unavailable to other spellcasters.

- Hit Die: d10
- Skill Points: 2 + Int Modifier
- Arcane Caster Level: 1.

REQUIREMENTS:

Classes: Sorcerer/Wizard
Arcane Spellcasting: Able to cast 7th level spells
Feats: Skill Focus (Spellcraft), Any Spell Focus
Skills: Spellcraft 15, Lore 15

ABILITIES:

Level
1: High Arcana - Allows the Archmage to convert any spells he knows into a powerful bolt of raw magical energy dealing 1d100 magic damage per Archmage level plus 1d20 magic damage per spell level.
Spell-Like Ability I - The Archmage can instantly cast any stored spell. Uses: 5x/day.
Spell Power I - The Archmage can increase his effective arcane caster level by 1.
Archmage Focus - The Archmage gain access to a powerful focus and can use extra spells and reset his Spell-Like Ability.
2: Multicast - There is a chance for High Arcana to be cast multiple times. Archmage level increases the chance and number of projectiles.
Spell Power II
Spell-Like Ability II
3: Mastery of Shapes - This feat allows the Archmage to create holes in her area of effect spells to protect neutral targets from the damage and effects.
Spell Power III
Spell-Like Ability III
4: Clearcast - The Archmage has a chance to enter a clearcasting state, gaining use of Spell-Like Abilities.
Spell Power IV
Spell-Like Ability IV
5: Mastery of Elements - The Archmage can change the type of most of offensive elemental spells (Fire, Cold, Electrical, Acid, Sonic).
Spell Power V
Spell-Like Ability V

INFO:

- Spell-Like Ability can be used to memorize almost any spell and recharges once Clearcast procs.
- To reset your Spell-Like Ability, use the Archmage Focus at will.


Última edição por TlTl em Dom Set 18, 2022 9:28 am, editado 6 vez(es)
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Sorcerer Empty Harper Mage

Mensagem  TlTl Ter Set 14, 2010 10:02 pm

Sorcerer Ief_harpwiz
Harper Mage
(PRESTIGE CLASS)
Wizards and sorcerers have been an integral part of the Harpers since the organization's inception. Indeed, many of its senior members today are powerful mages.
Among the organization's principal allies are several influential wizards and sorcerers who have made some of their accumulated knowledge available to the Harpers.
Mystra, the deity of magic, is one of the patron deities of the Harpers; her predecessor being one of the deities who met at the Dancing Place centuries ago to inspire the founding of the Harpers organization. With such a rich magical tradition, it was inevitable that the Harpers would develop some of their own magical lore and techniques to pass on to their agents.

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

REQUIREMENTS:

Classes: Sorcerer
Alignment: No Evil
Arcane Spellcasting: Able to cast 3rd level spells
Feat: Alertness
Skills: Concentration 4, Spellcraft 8, Lore 8, Persuade 2

ABILITIES:

Level
1: Silent Spell.
Still Spell.
Quicken Spell.
2: Harper Sudden Widen - Can apply the Widen Spell feat to the next spell you cast.
Skill Focus: Lore - Provides a +3 bonus to all Lore skill checks.
Skill Focus: Spellcraft - Provides a +3 bonus to all Spellcraft skill checks.
3: Extended Spell.
Harper Sudden Extended - Can apply the Extend Spell feat to the next spell you cast.
4: Empower Spell.
Harper Sudden Empower - Can apply the Empower Spell feat to the next spell you cast.
5: Maximize Spell.
Harper Sudden Maximize - Can apply the Maximize Spell feat to the next spell you cast.
Hardiness vs. Spells - The Harper Mage gains a +2 bonus to saving throws vs spells.

Dicas & Sugestões:

Por motivos óbvios, não pegue os feats que a classe já vai ganhar em certo level. Exemplos: Metamagics, Skill Focus: Lore, Skill Focus: Spellcraft.


Última edição por TlTl em Qui Jul 22, 2021 3:51 pm, editado 2 vez(es)
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Sorcerer Empty Diabolist

Mensagem  TlTl Ter Set 14, 2010 10:02 pm

Sorcerer Ir_acolyte
Diabolist
(PRESTIGE CLASS)
The Diabolist is one who has thrown his lot in with the forces of Hell. Unlike the disciples of Asmodeus or the other archdevils, the diabolist is not a servant of a specific powerful fiend, but instead is usually a mortal being who has seen the dark path as a means to gaining great power. She does not serve devils - she wants to be one.

- Hit Dice: d30
- Skill Points: 2 + Int Modifier
- Arcane Caster Level: 1

REQUIREMENTS:

Classes: Sorcerer/Wizard
Alignment: Lawful Evil
Arcane Spellcasting: Able to cast 3rd level spells
Feat: Thrall to Demon
Skills: Bluff 3, Intimidate 3, Lore 8

ABILITIES:

Level
1: Diabolism - Adiciona 12d10 negative damage por level de Diabolist em uma spell.
2: Imp Familiar - Qualquer familiar que não seja um Imp irá morrer quando invocado.
5: Vile Diabolism - Adiciona 6d10 positive damage por level de Diabolist em uma spell.

INFO


Última edição por TlTl em Ter Ago 16, 2022 5:05 pm, editado 3 vez(es)
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Sorcerer Empty Hathran

Mensagem  TlTl Ter Set 14, 2010 10:03 pm

Sorcerer Ir_cleric
Hathran
(PRESTIGE CLASS)
Hathran, also known as the Witches of Rashemen, comprise an elite sisterhood of spellcasters who lead the region. In Rashemi society, hathrans occupy the place reserved for powerful clerics in most Faerunian cultures. Hathran - meaning "learned sister" - heal the sick and wounded and care for the souls of their followers.

- Hit Die: d50
- Proficiency: Exotic weapons
- Skill Points: 2 + Int Modifier
- Arcane Caster Level: 1

REQUIREMENTS:

Classes: Sorcerer
Alignment: Lawful good, Lawful Neutral or Neutral Good.
Race: Human
Gender: Female
Arcane Spellcasting: Able to cast 2nd level spells
Feat: Ethran

ABILITIES:

Level
1: Protection Circle - Allows the Hathran to protect her group from arcane and divine spells.
2: Fear - Can cast Fear as the spell.
3: Cohort - The Hathran can call for Rashemen Barbarians to serve as her cohort when casting Summon Creature.
4: Circle Leader Rasheman - Allows caster to initiate Hathran Circle Magic. Two to four participants can augment the Circle Leader's spell casting abilities for one rest cycle.
5: Greater Command - Can attempt hold a group of enemies.

Dicas & Sugestões:


Última edição por TlTl em Qui Jul 22, 2021 3:54 pm, editado 2 vez(es)
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Sorcerer Empty Hexblade

Mensagem  TlTl Ter Set 14, 2010 10:04 pm

Sorcerer Ir_eldkni
Hexblade
(PRESTIGE CLASS)
Combining the dynamic powers of martial prowess and arcane might, the Hexblade presents a deadly challenge to opponents unused to such a foe. It balances talents in combat and arcane spellcasting. At lower levels, the Hexblade relies on melee ability augmented by his special power to curse his enemies. As he gains experience, he becomes capable of casting a limited number of spells while his curse ability becomes more potent and he gains the ability to warp the normal law of probability. He can also draw upon the service of a dark companion to further augment his abilities.

- Hit Die: d80
- Proficiencies: Shields and martial weapons, light and medium armor
- Skill Points: 2 + Int Modifier
- Arcane Caster Level: 1

REQUIREMENTS:

Class: Sorcerer
Alignment: No Good
Skill: Discipline 4

ABILITIES:

Level
1: Hexblade's Curse - The hexblade can unleash a curse upon a foe. The target of a Hexblade's curse takes a penalty on attacks, saves, ability checks, skill checks and weapon damage rolls without a save. The penalty to attack is absorbed by the Hexblade. Also the target must make a will save vs negative to avoid damage over time: 1d6 negative damage per total caster level every 2 seconds. DOT duration: 30 seconds. DOT DC: 20 + Hexblade level + CHA modifier. Curse duration: 1 hour.
2: Arcane Resistance - The Hexblade gains a bonus equal to his Charisma bonus on saving throws against spells and spell-like effects.
3: Mettle - A Hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save, he instead completely negates the effect.
4: Dark Companion - You create an illusionary companion resembling a panther, spun from the darkness of the night. Any enemy adjacent to your Dark Companion takes a penalty on it's AC. Your Dark Companion has no real substance and thus can't attack.
5: Armored Spellcasting - A Hexblade does not suffer a chance of spell failure when casting in light or medium armor or while using small shields.
Bonus Feat.
6: Swift Cast - The hexblade can cast one spell per day as a swift action, as long as its original casting time is a standard action or faster.
7: Greater Hexblade's Curse - More powerful penalties.
10: Bonus Feat.

Epic
11: Epic Hexblade.
12: Aura of Unluck - A Hexblade can create a baleful aura of misfortune. Any melee or ranged attack made against the Hexblade while this Aura of Unluck is active has an increased 75% miss chance.
14: Dire Hexblade's Curse - More powerful penalties (15).
15: Bonus Feat.
19: Dark Companion - More powerful companion.
20: Epic Hexblade's Curse - More powerful penalties (20).
Bonus Feat.

Dicas & Sugestões:



Última edição por TlTl em Qui Jul 22, 2021 4:04 pm, editado 2 vez(es)
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Sorcerer Empty Eldritch Knight

Mensagem  TlTl Ter Set 14, 2010 10:04 pm

Sorcerer Ir_eldkni
Eldritch Knight
(PRESTIGE CLASS)
Studying the martial and arcane arts to equal degree, the Eldritch Knight is a versatile combatant who can cast fireball on her foes or charge them with sword drawn. The Eldritch Knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

- Hit Die: d90
- Skill Points: 2 + Int Modifier
- Arcane Caster level: 1/2

REQUIREMENTS:

Classes: Sorcerer/Wizard
Arcane Spellcasting: Able to cast 3rd level spells
Feat: Weapon Proficiency (Martial)

ABILITIES:

Eldritch Knights receive 2 bonus feats each level. Most of feats to pick from are all fighter bonus feats.

1: Bonus Feat.
Bonus Feat.
2: Bonus Feat.
Bonus Feat.
3: Bonus Feat.
Bonus Feat.
4: Bonus Feat.
Bonus Feat.
5: Bonus Feat.
Bonus Feat.

Epic
6: Epic Eldritch Knight.
Bonus Feat.
Bonus Feat.
7: Bonus Feat.
Bonus Feat.
8: Bonus Feat.
Bonus Feat.
9: Bonus Feat.
Bonus Feat.
10: Bonus Feat.
Bonus Feat.

Dicas & Sugestões:


Última edição por TlTl em Qui Jul 22, 2021 4:08 pm, editado 2 vez(es)
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Sorcerer Empty Suel Archanamach

Mensagem  TlTl Ter Set 14, 2010 10:04 pm

Sorcerer Ir_havocmage
Suel Archanamach
(PRESTIGE CLASS)
The ancient Suel Empire was known for the great and terrible power wielded by its mighty archmages. Suloise sorcerers delved deep into arcane lore that other folk avoided, unearthing many dark and dangerous secrets in the process. The Suel Empire was ruled by noble families headed by mages of unsurpassed power, and the countless rivalries and vendettas between these families led to the rise of an elite school of combat training: the way of the Archanamach. Conditioned for loyalty, determination, and absolute obedience, Archanamachs were skillful warriors who studied arcane magics for the express purpose of learning how to slay powerful wizards.
In the days of the Suel Empire, the Archanamachs were guards for their archmage masters, serving the greatest Suel wizards with sword and spell. They were also assassins and spies trained to slay powerful wizards of rival families, as well as defend the wizards of their own families. In hundreds of secret duels of spell and steel, Archanamachs practiced their art against others of their kind, learning their skills from hidden Archanamach academies.

- Hit Die: d50
- Skill Points: 4 + Int Modifier
- Arcane Caster Level: 1

REQUIREMENTS:

Class: Sorcerer/Wizard
Base Attack: 6
Feats: Weapon Proficiency (Martial), Combat Casting, Iron Will
Skills: Concentration 4, Jump 4, Spellcraft 5, Tumble 4

ABILITIES:

Level
1: Lesser Spell Breach.
Tenacious Spells - The Suel Archanamach's spells are particularly hard to dispel.
Ignore Spell Failure 5%.
2: Dispel Magic.
Ignore Spell Failure 10%.
3: Greater Spell Breach.
Extended Spellstrength - All Suel Archanamach spells cast on himself are extended.
Ignore Spell Failure 15%.
4: Mordenkainen's Disjunction.
Ignore Spell Failure 20%.
5: Dispelling Strike - Subject is the target of a powerfull Dispel Magic.

Dicas & Sugestões:


Última edição por TlTl em Seg Jul 26, 2021 1:35 pm, editado 3 vez(es)
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Sorcerer Empty Thrall of Graz'zt

Mensagem  TlTl Ter Set 14, 2010 10:05 pm

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

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

REQUIREMENTS:

Class: Sorcerer
Alignment: Evil
Arcane Spellcasting: Able to cast 3rd level spells
Feat: Thrall to Demon
Skills: Lore 5, Bluff 2, Persuade 2

ABILITIES:

Levels:
1: Spell Betrayal - Spells ganham um bonus de +5d6 damage quando acertar um ou mais alvos furtivamente.
Spellstrike - Spells ganham um bonus de +5d6 damage quando acertar um ou mais alvos flanqueados.
2: Charm - As spell.
Spell Betrayal - Bonus improves to +10d6.
Spellstrike - Bonus improves to +10d6.
3: Dark Charisma - +4 Bonus to CHA and +10 Bonus to Concentration, Discipline, Heal, Lore, Spot, Spellcraft, Bluff, Persuade and Use Magic Device checks.
Spell Betrayal - Bonus improves to +15d6.
Spellstrike - Bonus improves to +15d6.
4: Spell Betrayal - Bonus improves to +20d6.
Spellstrike - Bonus improves to +20d6.
5: Dark Charisma - Bonus improves to +8 CHA and +25 skill checks.
Spell Betrayal - Bonus improves to +25d6.
Spellstrike - Bonus improves to +25d6.
6: Spell Betrayal - Bonus improves to +30d6.
Spellstrike - Bonus improves to +30d6.
7: Dark Charisma - Bonus improves to +12 CHA and +50 skill checks.
Spell Betrayal - Bonus improves to +35d6.
Spellstrike - Bonus improves to +35d6.
8: Spell Betrayal - Bonus improves to +40d6.
Spellstrike - Bonus improves to +40d6.
9: Spell Betrayal - Bonus improves to +45d6.
Spellstrike - Bonus improves to +45d6.
10: Summon Demon - Summon a powerful demon.
Spell Betrayal - Bonus improves to +50d6.
Spellstrike - Bonus improves to +50d6.

Dicas & Sugestões:


Última edição por TlTl em Seg Set 06, 2021 4:26 am, editado 6 vez(es)
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Sorcerer Empty Elemental Savant

Mensagem  TlTl Ter Set 14, 2010 10:05 pm

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

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

REQUIREMENTS:

Class: Sorcerer
Spellcasting: Able to cast 3rd level spells
Skill: Lore 8

ABILITIES:

Level
1: Elemental Transition - Grants Immunity to Sleep.
Resistance +10 - Grants 10 resistance to chosen element.
Elemental Focus +5 - Grants a DC increase for spells of the chosen element.
Elemental Penetration +5 - Grants a Spell Penetration increase for spells of the chosen element.
2: Elemental Focus +10.
Elemental Penetration +10.
3: Elemental Focus +15.
Elemental Penetration +15.
4: Elemental Transition - Grants Darkvision and Immunity to Paralysis.
Resistance +20 - Grants 20 resistance to chosen element.
Elemental Focus +20.
Elemental Penetration +20.
5: Elemental Focus +25.
Elemental Penetration +25.
6: Elemental Focus +30.
Elemental Penetration +30.
7: Elemental Transition - Grants Immunity to Stun.
Resistance +50 - Grants 50 resistance to chosen element.
Elemental Focus +35.
Elemental Penetration +35.
8: Elemental Focus +40.
Elemental Penetration +40.
9: Elemental Focus +45.
Elemental Penetration +45.
10: Elemental Perfection - Gain all benefits of being an elemental, including immunity to poison, sleep, paralysis, stunning, critical hits and sneak attacks. Gain the special attacks and special qualities of a medium elemental of the chosen type. Gain immunity to the chosen element, but take double damage from all spells of the opposing element.
Elemental Focus +50.
Elemental Penetration +50.

BONUS SPELLS:

Upon gaining a level in Elemental Savant, the character gains new spells per day as if he had also gained a level in his sorcerer level. He does not learn any new spells through his abilities.

Dicas & Sugestões:


Última edição por TlTl em Seg Ago 08, 2022 2:32 pm, editado 1 vez(es)
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Sorcerer Empty Acolyte of the Skin

Mensagem  TlTl Seg Jul 26, 2021 1:41 pm

Sorcerer Ir_acolyte
Acolyte of the Skin
(PRESTIGE CLASS)
The thirst for power drives some people to extreme lengths, regardless of the consequences. Though it is hard to believe that any living being would willingly bond the skin of a living demon to their own, that is exactly what the Acolyte of the Skin is willing to attempt in their pursuit for power.
Through this diabolic act of symbiosis, the Acolyte hopes to gain infernal power, heedless of the possible consequences to their own soul and psyche. For who knows what may happen as the bond between Acolyte and skin grows stronger and the full power of infernal darkness is unleashed.

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

REQUIREMENTS:

Classes: Wizard/Sorcerer
Alignment: No Good
Arcane Spellcasting: Able to cast 3rd level spells
Skills: Lore 8

ABILITIES:

Level
1: Wear Fiend - Grants Natural Armor, permabuff bonus to Dexterity and Darkvision.
Symbiosis I - Grants damage reduction.
Physical Power I - Grants a permabuff bonus to Constitution.
2: Flame Resistant - The Acolyte gains a high Fire Resistance.
3: Fiendish Glare - The target must make a Will Save or will be stunned. The creature will also receive a penalty to Attack, Damage and Saving Throws with no save.
Symbiosis II - Damage reduction improves.
4: Acid Resistant - The Acolyte gains a high Acid Resistance.
Fiendish Knowledge - The Acolyte gains a free bonus feat.
Mental Power I - Grants a permabuff bonus to Intelligence.
5: Skin Adaptation - Grants the Acolyte a bonus to Natural Armor.
Symbiosis III - Damage reduction improves.
Physical Power II - Grants a better permabuff bonus to Constitution.
6: Cold Resistant - The Acolyte gains a high Cold Resistance.
7: Glare of the Pit - The Acolyte's glare can boil an opponent's brain, dealing massive fire damage.
Symbiosis IV - Damage reduction improves.
8: Fiendish Knowledge - The Acolyte gains a free bonus feat.
Venom Immunity - The Acolyte is immune to all poisons.
9: Summon Fiend - The Acolyte can summon a Gelugon.
Electricity Resistant - The Acolyte gains a high Electrical resistance.
Mental Power II - Grants a better permabuff bonus to Intelligence.
10: Symbiosis V - Damage reduction improves. Also the Acolyte will receive some immunity to physical damage.
Physical Power III - Grants an even better permabuff bonus to Constitution.

Dicas & Sugestões:
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