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Wizard Classes de Prestígio

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Wizard Classes de Prestígio

Mensagem  TlTl em Ter Set 14, 2010 11:38 pm

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Archmage

Mensagem  TlTl em Ter Set 14, 2010 11:38 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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Diabolist

Mensagem  TlTl em Ter Set 14, 2010 11:38 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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Pale Master

Mensagem  TlTl em Ter Set 14, 2010 11:39 pm


Pale Master
(PRESTIGE CLASS)
Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

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

REQUIREMENTS:

Classes: Wizard
Alignment: No Good
Arcane Spellcasting: Able to cast 3rd level spells

RESTRICTIONS:

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

ABILITIES:

Level
1: Bone Skin I - Add +2 to AC.
2: Animate Dead - Once per day spell-like ability.
3: Darkvision - Gain Darkvision ability.
4: Summon Undead - Twice per day spell-like ability summons an undead creature.
Bone Skin II.
5: Deathless Vigor - +3 Hit Points per level.
6: Undead Graft - Gains undead arm that can paralyze.
7: Tough as Bone - Immune to hold, paralyze, and stunning.
8: Bone Skin III.
9: Summon Greater Undead - Once per day spell-like ability summons a powerful undead.
10: Deathless Mastery - Immune to critical hits.
Deathless Master Touch - Touch of the undead arm instantly kills.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 11:39 pm


Oozemaster
(PRESTIGE CLASS)
The Oozemaster is not a class for stable individuals. It involves relating one-on-one with things that relate to nothing at all. Unlike the animal lord's kindred creatures, the Oozemaster's charges have nothing to say. No one has yet developed a speak with ooze spell- or if someone has, the oozes haven't responded. Given that Oozemasters exude everything but confidence, most of them have few sentient friends and even fewer guests. Thus, they tend to gibber and talk to themselves a lot.

- Hit Die: d40
- Skill Points: 4 + Int Modifier

REQUIREMENTS:

Class: Wizard
Feat: Great Fortitude
Skill: Lore 10

RESTRICTIONS:

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

ABILITIES:

Levels
1: Minor Oozy Touch - The Oozemaster's hands can secrete a specific kind of minor ooze:
Brown Mold Touch - Cold damage to a single target.
Gray Ooze Touch - Acid damage to a single target.
Ochre Jelly Touch - Acid damage over time plus Stun.
Phosphorescent Fungus Touch - Touched area emits a soft violet glow, damaging all enemies.
2: Charisma Penalty -1 - An Oozemaster is not the most beautiful sight to behold, as such they get a penalty to Charisma bonus.
3: Oozy Glob - Can use the minor oozy touch as a grenade weapon.
4: Charisma Penalty -2.
5: Major Oozy Touch - The Oozemaster's hands can secrete a specific kind of major ooze:
Black Pudding Touch - Acid damage to a single target.
Gelatinous Cube Touch - Acid damage over time plus Fortitude Save or Paralyzed.
Green Slime Touch - Acid damage over time plus Constitution damage.
Yellow Mold Touch - Strength, Constitution and Dexterity damage without any save.
6: Charisma Penalty -3.
7: Indiscernible Anatomy - The Oozemaster's anatomy becomes difficult to discern. They gain immunity to critical hits and sneak attacks.
8: Charisma Penalty -4.
9: Slime Wave - The oozemaster emits a wave of slime that does acid damage over time and Constitution damage on impact.
10: Charisma Penalty -5.
One with the Ooze - Type changes to ooze, gains the blind-fight feat, gains immunity to mind spells, poisons, and paralysis.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.
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Red Wizard of Thay

Mensagem  TlTl em Ter Set 14, 2010 11:39 pm


Red Wizard of Thay
(PRESTIGE CLASS)
The Red Wizards are the masters of Thay, the conquerors of that land's native Rashemi, and the would-be magical overlords of Faerun. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the Tattoo Focus feat that prepares them for entry into the Red Wizards of Thay. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning, such as combat or divine magic. While it is possible for a sorcerer or a bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.

- Hit Dice: d12
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Classes: Wizard
Race: Human
Alignment: No Good
Arcane Spellcasting: Able to cast 3rd level spells
Feats: Tattoo Focus and a total of 3 metamagic or item creation feats.
Skill: Spellcraft 8

RESTRICTIONS:

Level: Must have 10-20
Combination: No restriction
3rd Class: No

ABILITIES:

Level
1: Enhanced Specialization - Taking this feat determines which spell school has the Spell Power and Specialists defense bonus applied to it.
Specialist Defense +1 - This feat grants a Red Wizard +1 Saving Throw against all spells from his spell school of choice.
Protection Circle - Allows the Red Wizard to protect her group from arcane and divine spells.
2: Spell Power +1 - This feat grants a Red Wizard +1 DC on all spells from his spell school of choice.
3: Specialist Defense +2.
4: Spell Power +2.
5: Circle Leader - Allows caster to initiate Thayan Circle Magic. Two to four participants can augment the Circle Leader's spell casting abilities for one rest cycle.
Specialist Defense +3.
Bonus Feat.
6: Spell Power +3.
7: Specialist Defense +4.
8: Spell Power +4.
9: Specialist Defense +5.
10: Great Circle Leader - Allows caster to initiate Thayan Circle Magic. Two to nine participants can augment the Circle Leader's spell casting abilities for one rest cycle.
Spell Power +5.

Epic
11: Epic Red Wizard of Thay.
Spell Power +6.
Specialist Defense +6.
12: Spell Power +7.
Specialist Defense +7.
13: Spell Power +8.
Specialist Defense +8.
14: Spell Power +9.
Specialist Defense +9.
15: Spell Power +10.
Specialist Defense +10.
16: Spell Power +11.
Specialist Defense +11.
17: Spell Power +12.
Specialist Defense +12.
18: Spell Power +13.
Specialist Defense +13.
19: Spell Power +14.
Specialist Defense +14.
20: Spell Power +15.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels básicos da classe, níveis épicos opcionais.
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War Wizard of Cormyr

Mensagem  TlTl em Ter Set 14, 2010 11:40 pm


War Wizard of Cormyr
(PRESTIGE CLASS)
The Cormyrean War Wizards are some of the most respected battlemages in all of Faerun. Trained by experienced combat mages, they bring great power to the battlefield. In the war against the Tuigan horde, they were instrumental in protecting the outnumbered allied troops fighting against the horde. In the recent war in Cormyr against the dragon and her goblin minions, many War Wizards lost their lives holding back the onslaught. Since their creation, they have been one of Cormyr's most effective tools against subversion by foreign or hostile powers. The road they must travel to achieve such ends is long, difficult, and often lonely, but the special people who follow this path are made of the stuff that can endure such hardships. Their reward? The respect of their peers and the people of Cormyr, and the gratitude of kings.

- Hit Die: d20
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Classes: Wizard
Alignment: No Chaotic, No Evil
Arcane Spellcasting: Able to cast 4th level spells
Feats: Weapon Proficiency (Martial), Empower Spell, Maximize Spell
Skill: Spellcraft 10

RESTRICTIONS:

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

ABILITIES:

Level
1: Weapon Focus - Choose a bonus Martial Weapon Focus.
2: Metamagic Feat - Choose a bonus Metamagic feat.
3: Widen Spell - Increases next casted spell area.
4: Metamagic Feat.
5: Enlarge Spell Area - Greatly increased spell area.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 5 levels.
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TlTl
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Idade : 37
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Bonded Summoner

Mensagem  TlTl em Ter Set 14, 2010 11:40 pm


Bonded Summoner
(PRESTIGE CLASS)
The Bonded Summoner knows elementals. He instinctively knows elementals' strengths and develops an unbreakable bond with a powerful elemental companion. With time, the elemental forces he develops deepen, blurring the line between summoner and summoned.

- Hit Die: d40
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Classes: Wizard
Skill: Lore 8

RESTRICTIONS:

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

ABILITIES:

Level
1: Summoner Bonded - The Summoner is bonded with chosen element: Air - Electricity, Earth - Acid, Fire - Fire, Water - Cold.
Elemental Companion - Replaces your familiar with a Medium Elemental.
Elemental Resistance 10 - Gains 10 damage resistance in the chosen energy.
3: Elemental Companion - Large Elemental.
Elemental Resistance 20.
Immunity to Sleep.
5: Elemental Companion - Huge Elemental
Elemental Resistance 30.
Immunity to Poison.
7: Elemental Companion - Greater Elemental
Elemental Resistance 50.
Immunity to Paralysis.
9: Elemental Companion - Elder Elemental.
Elemental Immunity - Gains immunity in the chosen energy.
Immunity to Sneak Attack.
10: Elemental Form - Character gains the ability to turn into Elemental.
Immunity to Critical Hits.
Elemental Type - Your type change to Elemental and your Subtype change to your Element.

SUBTYPE:

Air: Speed +70%
Earth: Soak Damage.
Fire: Fire Melee Attack and Vulnerability to Cold.
Water: Cold Melee Attack and Vulnerability to Fire.

Regras & Sugestões:

Ao escolher essa classe, você deverá possuir os 10 levels.
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TlTl
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Idade : 37
Data de inscrição : 14/12/2008

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Baelnorn

Mensagem  TlTl em Ter Set 14, 2010 11:40 pm


Baelnorn
(PRESTIGE CLASS)
Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.

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

REQUIREMENTS:

Class: Wizard 11
Race: Elf
Alignment: Good
Skills: Concentration 5, Spellcraft 14

RESTRICTIONS:

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

ABILITIES:

Level
1: Baelnorn Properties I - Bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot.
Baelnorn Touch - By touching an enemy, a Baelnorn cause negative energy damage and possibly paralyze the target. The creature can make a Will save for half damage and a Fortitude save against mind spells to avoid paralyzation.
Baelnorn Defense I - Damage Resistance to cold and electricity plus Natural Armor.
Turn Undead - Can turn udead.
Baelnorn Abilities I - Permabuff to Intelligence.
Turn Resistance - Bonus to its hit dice for the purpose of resisting Turn Undead attempts.
2: Baelnorn Properties II - Bonuses increase.
Baelnorn Defense II - Bonuses increase.
Animate Dead : The Baelnorn can animate dead.
3: Balenorn Properties III - Bonuses increase.
Baelnorn Defense III - Bonuses increase.
Baelnorn Abilities II - Permabuff to Wisdom.
4: Baelnorn Properties IV - Bonuses increase.
Belnorn Defense IV - Bonuses increase.
Turning Immunity - Cannot be turned by Good or Neutral characters.
Baelnorn Abilities III - Permabuff to Charisma.
5: Undeath - Darkvision, Immunity to Ability Drain, Critical Hits, Death, Disease, Mind Spells, Paralysis, Poison and Sneak Attack.
Projection - The Baelnorn can create a wraith-like projection of itself.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 11:40 pm


Duskblade
(PRESTIGE CLASS)
"My blade and my magic are one and the same."
The Duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess.
A student of arcane spellcasting techniques, the Duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millenia the secrets of the Duskblade have been disseminated to the other races, and today members of any race can become a Duskblade.


- Hit Die: d80
- Proficiencies: Martial weapons, all armors and shields
- Skill Points: 2 + Int Modifier

REQUIREMENTS:

Class: Wizard
Skill: Discipline 4

RESTRICTIONS:

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

ABILITIES:

Level
1: Armored Mage (light) - A duskblade suffers no chance of arcane spell failure when wearing light armor.
2: Combat Casting - The character is adept at casting spells in combat, and does not suffer the standard -4 penalty to Concentration checks when casting defensively within four meters of an enemy.
3: Arcane Channeling - The Duskblade can use a standard action to cast any single target spell he knows and deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. If the melee attack is successful, the attack deals damage normally, then the effect of the spell is resolved.
4: Armored Mage (medium) - Medium armor without arcane spell failure.
6: Spell Power +2 - a Duskblade can more easily overcome the spell resistance of any opponent he successfully injures with a melee attack. If he has injured an opponent with a melee attack, he gains a +2 bonus on his caster level check to overcome spell resistance for the remainder of the encounter.
7: Armored Mage (shields) - Small shields without arcane spell failure.
8: Spell Power +3.
10: Spell Power +4.

Epic
11: Epic Duskblade.
12: Spell Power +5.
15: Spell Power +6.
16: Spell Power +7.
17: Spell Power +8.
18: Spell Power +9.
19: Spell Power +10.
20: Dusk Channeling - The Duskblade can cast any spell he knows as part of a full attack action, and the spell affects each target you hit in melee combat that round.

Regras & Sugestões:

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

Mensagem  TlTl em Ter Set 14, 2010 11:41 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.
avatar
TlTl
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Idade : 37
Data de inscrição : 14/12/2008

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