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Sorcerer Classes de Prestígio

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Archmage

Mensagem  TlTl em Ter Set 14, 2010 10:00 pm


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

REQUIREMENTS:

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

RESTRICTIONS:

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

ABILITIES:

Level
1: Spell Power I - The Archmage can increase his effective caster level by 1.
Spell-Like ability I - The Archmage can instantly cast any stored spell. Cooldown: 1 round. Uses: 99x/day.
2: 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 spell level.
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: Spell Power IV.
Spell-Like ability IV.
5: Mastery of Elements - The Archmage can change the type of any offensive elemental spells (Fire, Cold, Electrical, Acid, Sonic).
Spell Power V.
Spell-Like ability V.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 10:02 pm


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

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

RESTRICTIONS:

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

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.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.
Dica:Por motivos óbvios, não pegue os feats que a classe já vai ganhar em certo level. Exemplos: Metamagics, Skill Focus: Lore, Skill Focus: Spellcraft.
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Diabolist

Mensagem  TlTl em Ter Set 14, 2010 10:02 pm


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

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

RESTRICTIONS:

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

ABILITIES:

Level
1: Diabolism - Adiciona 10d10 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 5d10 positive damage por level de Diabolist em uma spell.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 10:03 pm


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

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

RESTRICTIONS:

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

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.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.
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Acolyte of the Skin

Mensagem  TlTl em Ter Set 14, 2010 10:03 pm


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

REQUIREMENTS:

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

RESTRICTIONS:

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

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.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 10:04 pm


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

REQUIREMENTS:

Class: Sorcerer
Alignment: No Good
Skill: Discipline 4

RESTRICTIONS:

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

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.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 10:04 pm


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

REQUIREMENTS:

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

RESTRICTIONS:

Level: Must have 5-10
Combination: No restriction
3rd Class: Yes

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.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir pelo menos 5 levels, níveis épicos opcionais.
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Suel Archanamach

Mensagem  TlTl em Ter Set 14, 2010 10:04 pm


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

REQUIREMENTS:

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

RESTRICTIONS:

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

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.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.
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Idade : 37
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Thrall of Graz'zt Arcane

Mensagem  TlTl em Ter Set 14, 2010 10:05 pm


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

REQUIREMENTS:

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

RESTRICTIONS:

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

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 flanquados.
2: Charm - As spell.
Spell Betrayal - Bonus improves to +10d6.
Spellstrike - Bonus improves to +10d6.
3: Dark Charisma - Bonus to all Animal Empathy, Bluff, Persuade, and Perform checks.
Spell Betrayal - Bonus improves to +15d6.
Spellstrike - Bonus improves to +15d6.
4: Summon Demon - Summon a demon.
Spell Betrayal - Bonus improves to +20d6.
Spellstrike - Bonus improves to +20d6.
5: Dark Charisma - Bonus improves.
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.
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: Spell Betrayal - Bonus improves to +50d6.
Spellstrike - Bonus improves to +50d6.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.
avatar
TlTl
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Elemental Savant

Mensagem  TlTl em Ter Set 14, 2010 10:05 pm

Elemental Savant of Air
Elemental Savant of Earth
Elemental Savant of Fire
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

REQUIREMENTS:

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

RESTRICTIONS:

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

ABILITIES:

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

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 highest caster class (sorcerer or wizard). He does not learn any new spells through his abilities.

Regras & Sugestões:

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