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Wysłany: 2014-06-13, 23:53   [Next] Miecz i Pięść

FIGHTER

Hit Points: d10 per Level
Attack: +1/Level
Lore: 1/Level
Equipment:
- All Armors
- All Weapons
- All Shields

1 Weapon Expert (proficiency)
3 Diehard (2HP/Round)
5 Mastery
7 Extra Attack
9 Diehard (4HP/Round)
11 Weapon Expert (specialization)
13 Extra Attack
15 Diehard (6HP/Round)
17 Hardiness 1/Day
19 Extra Attack

WEAPON EXPERTISE
At level 1, grants proficiency in all weapons.
At level 11, grants specialization in all weapons.


DIEHARD
At level 3, grants regeneration of 2 Hit Points per Round as long as Fighter is below 50% Hit Points.
At level 9, grants regeneration of 4 Hit Points per Round as long as Fighter is below 50% Hit Points.
At level 15, grants regeneration of 6 Hit Points per Round as long as Fighter is below 50% Hit Points.


MASTERY
At level 5, allows to achieve Mastery in any weapon.
At level 9, allows to achieve High Mastery in any weapon.
At level 13, allows to achieve Grand Mastery in any weapon.


WEAPON MASTER

Hit Points: d8 per Level
Attack: +1/Level
Lore: 1/Level
Equipment:
- Light/Medium Armors
- All Weapons
- No Shields

1 Weapon Expert (proficiency)
3 Improved Critical (5%)
5 Mastery
7 Extra Attack
9 Improved Critical (10%)
11 Weapon Expert (specialization)
13 Extra Attack
15 Improved Critical (20%)
17 Critical Strike 1/Day
19 Extra Attack

WEAPON EXPERTISE
At level 1, grants proficiency in all weapons.
At level 11, grants specialization in all weapons.


IMPROVED CRITICAL
At level 3, grants 5% chance for Critical Strike.
At level 9, grants 10% chance for Critical Strike.
At level 15, grants 20% chance for Critical Strike.


MASTERY
At level 5, allows to achieve Mastery in any weapon.
At level 9, allows to achieve High Mastery in any weapon.
At level 13, allows to achieve Grand Mastery in any weapon.


MONK

Hit Points: d8 per Level
Attack: +1/Level
Equipment:
- No Armors
- Simple, 1-Handed Weapons
- No Shields

1 Way of the Fist
3 Perfect Body
5 Mastery
7 Extra Attack
9 Perfect Mind
11 Improved Way of the Fist
13 Extra Attack
15 Perfect Soul
17 Quivering Palm 1/Day
19 Extra Attack

WAY OF THE FIST
At level 1, Monk's fists are considered to be a lethal weapon dealing 1d8 bludgeoning damage per hit.
At level 11, Monk's fists are considered as magical (+1). Damage dealt increases to 1d10 per hit.

At level 1, Monk's base Armor Class is 6.
At level 11, Monk's base Armor Class is 2.


PERFECTION
At level 3, grants immunity to Poison and Disease.
At level 9, grants immunity to Charm, Fear and Confusion.
At level 15, grants immunity to Slaying, Polymorphy, Level Drain and Petrify.


MASTERY
At level 5, grants Mastery in unarmed combat.
At level 9, grants High Mastery in unarmed combat.
At level 13, grants Grand Mastery in unarmed combat.


QUIVERING PALM
At level 17, can use Quivering Palm once per day.
After using this ability, Monk's next attack sends the destructive vibrations into the body of it's victim. Besides of always dealing maximum damage, it also forces opponent to roll -2 Fortitude Save. If opponent fails the save, he starts to loose 2 points of Constitution per round for up to 1 Turn. Loss of Constitution is pernament and requires applying Restoration spell.
When creature drops below 1 Constitution, it dies instantly.
Monk has 2 rounds to hit an opponent with Quivering Palm.

Constructs, Undead and any creatures that would be immune to either Critical Strikes or Slaying effects, are also immune to this effect.


DISCIPLE OF ELEMENTS

Hit Points: d8 per Level
Attack: +1/Level
Equipment:
- No Armors
- Simple, 1-Handed Weapons
- No Shields

1 Way of the Fist
3 Step of the Wind
5 Mastery
7 Extra Attack
9 Stone Fists
11 Improved Way of the Fist
13 Extra Attack
15 Vengeful Flames
17 Fist of Four Elements 1/Day
19 Extra Attack

WAY OF THE FIST
At level 1, Monk's fists are considered to be a lethal weapon dealing 1d8 bludgeoning damage per hit.
At level 11, Monk's fists are considered as magical (+1). Damage dealt increases to 1d10 per hit.

At level 1, Monk's base Armor Class is 6.
At level 11, Monk's base Armor Class is 2.


ELEMENTAL POWERS
At level 3, grants +2 bonus to Movement Speed and immunity to spells: Entangle, Grease, Web.
At level 9, grants +1d2 bonus bludgeoning damage on hit.
At level 15, whenever someone strikes you in melee, you deal 1d6 +1/Level (up to 20 at level 20) fire damage back to him.

FIST OF FOUR ELEMENTS
At level 17, can use Fist of Four Elements once per day.
After using this ability, Disciple channels his elemental powers into single, devastating strike. His next succesfull hit deals additionaly 1d10 from each Fire, Electricity, Acid and Cold (4d10 elemental damage).

Disciple has 2 rounds to hit an opponent with Fist of Four Elements.
_________________
"Yarpen przedstawiony jest jako kawał sukinsyna i prostaka, ale w gruncie rzeczy porządnego. Cechuje go rubaszny humor, potrafi jednak być poważny i szczery."
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