WEAPON EXPERT/SPECIALIST
At level 1, gains proficiency in any weapon.
At level 11, gains specialization in any weapon.
COMBAT STANCES
Warrior can switch between Offensive and Defensive Stance at Will.
At level 1, Offensive Stance grants +1 bonus to Attack Rolls. This bonus increases by +1 every 6 levels up to +4 at level 19.
At level 1, Defensive Stance grants +1 bonus to Armor Class. This bonus increases by +1 every 6 levels up to +4 at level 19.
DIEHARD
At level 3, regains 2 Hit Points per Round as long as he is below 50% Hit Points.
At level 9, regains 4 Hit Points per Round as long as he is below 50% Hit Points.
At level 15, regains 6 Hit Points per Round as long as he is below 50% Hit Points.
MASTERY
At level 5, may achieve mastery in any weapon.
At level 9, may achieve high mastery in any weapon.
At level 13, may achieve grand mastery in any weapon.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
INDOMITABLE
At level 17, can use Indomitable once per day.
Indomitable makes caster unable to drop below 1 Hit Point or die to slaying effects. Lasts 2 rounds.
RANGER
Hit Points: d10
ThaC0: +1/level
Equipment:
- Armors: all
- Weapons: all
- Shields: all
FAVORED ENEMY
Chooses his Favored type of enemy from the list of: Aberrations, Beasts, Giants, Humanoids, Monsters, Undeads.
At level 1, grants +2 bonus to Damage/Attack Rolls versus chosen type of enemy.
At level 11, grants +2 bonus to Armor Class/Saves versus chosen type of enemy.
STEALTH
At level 1, Ranger gains 40 skill points in both Hide in Shadows and Move Silently and gains additional 5 skill points every level up to 140 at Level 20.
STAGGERING ATTACK
At level 3, your attacks apply -1 penalty to Attack Rolls.
At level 9, your attacks apply -1 penalty to Movement Speed.
At level 15, your attacks apply -1 penalty to Armor Class.
These penalties are cumulative and last until either affected opponent will die, or you switch your target to another enemy (which will instantly remove the debuff from previously affected enemy).
Undead, Constructs and other creatures that would be immune to Critical Strikes are not affected by Staggering Attack.
SPELLCASTING
Ranger can cast spells from spheres: Plants, Animals, Protection, Healing.
At level 5, gains access to level 1 spells.
At level 9, gains access to level 2 spells.
At level 13, gains access to level 3 spells.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
WHIRLWIND ATTACK
At level 17, can use Whirlwind Attack once per day.
Whirlwind Attack doubles your attacks per round and movement speed, and applies -2 penalty to Attack/Damage Rolls for 2 rounds
PALADIN
Hit Points: d10
ThaC0: +1/level
Equipment:
- Armors: all
- Weapons: all
- Shields: all
1 Healing Touch, Turn Undead
3 Aura (Bravery)
5 Spellcasting
7 Extra Attack
9 Aura (Resillence)
11 Restorative Touch
13 Extra Attack
15 Aura (Calm)
17 Divine Power 1/Day
19 Extra Attack
HEALING/RESTORATIVE TOUCH
Healing Touch can be used once per day per 4 levels.
At level 1, restores 4 Hit Points per Paladin's level (up to 80 Hit Points at level 20) to target Ally.
At level 11, cures Blindness, Deafness, Disease, Poison, Paralysis and Drained Levels.
TURN UNDEAD
At level 1, Paladin can Turn Undead creatures at Will. If turned creature has 5 Hit Dices less than Paladin, it becomes instantly destroyed.
AURA
At level 3, grants immunity to Fear.
At level 9, grants immunity to Charm.
At level 15, grants immunity to Confusion.
Aura affects you and all your Allies in 10' radius from you.
SPELLCASTING
Paladin can cast spells from spheres: Divination, Combat, Protection, Healing.
At level 5, gains access to level 1 spells.
At level 9, gains access to level 2 spells.
At level 13, gains access to level 3 spells.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
DIVINE POWER
At level 17, can once per day use Divine Power.
Divine Power grants +4 bonus to Strength, +2 bonus to Armor Class and 20 additional Hit Points. Paladin also deals an additional 1d6 points of magic damage whenever he strikes an opponent.
Lasts 1 Turn.
RAGE
At level 1, grants +2 bonus to Damage Rolls, 4 Hit Points per Level and -2 penalty to Attack Rolls.
At level 11, grans +4 bonus to Damage Rolls, 4 Hit Points per Level and -4 penalty to Attack Rolls.
Rage lasts for up to 1 Turn. It's effects can end pre-maturely if Barbarian is out of combat for 2 rounds.
Barbarian cannot cast spells, activate abilities, use skills or become invisible when enraged.
TOUGHNESS
Barbarian gains d12 Hit points per Level instead of d10.
FERAL SENSES
At level 3, grants immunity to Blindness when Enraged.
At level 9, grants immunity to Sneak Attacks and Critical Strikes when Enraged.
At level 15, grants invisibility detection in 15' radius when Enraged.
THICK HIDE
At level 5, grants 5% physical resistance.
At level 9, grants 10% physical resistance.
At level 13, grants 15% physical resistance.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
WAR CRY
At level 17, can use Warcry once per day.
War Cry imposes -2 penalty to Attack Rolls and Saving Throws to all enemies in 10' radius for 1 Turn. Additionaly, if they fail -2 Will Roll they become frightened for 5 rounds.
Constructs, Undead and any creatures that would be immune to mind-affecting effects, are also immune to this ability.
1 Ki, Way of the Fist
3 Perfect Body
5 Unarmed Mastery
7 Extra Attack
9 Perfect Mind
11 Greater Ki
13 Extra Attack
15 Perfect Soul
17 Quivering Palm 1/Day
19 Extra Attack
WAY OF THE FIST
At level 1, Monk's fists deal 1d8 bludgeoning damage and he uses them as he would be specialized in unarmed combat.
Fists enchantment level increases by 1 every 4 levels (starting from level 5) up to +4 (with +4 bonus to Attack/Damage Rolls) at level 17.
At level 1, Monk starts with base Armor Class 7. It improves by 1 every 2 levels down to -2 at level 19.
KI
At level 1, Monk can once per day per 4 levels use Ki to activate one of the powers described below.
KI (MISSLE DEFLECTION)
At level 1, grants immunity to missles. Lasts 2 rounds.
At level 11, deflects all incoming missles back to the enemies. Lasts 4 rounds.
KI (SHADOW STEP)
At level 1, grants Invisibility. Lasts 2 rounds.
At level 11, grants Improved Invisibility instead. Lasts 4 rounds.
KI (SUPREME FLURRY)
At level 1, grants +2 bonus to Attack/Damage Rolls with fists. Lasts 2 rounds.
At level 11, grants +4 bonus to Attack/Damage Rolls with fists instead. Lasts 4 rounds.
KI (SECOND WIND)
At level 1, restores 4 Hit Points per Level to Monk.
At level 11, restores 4 Hit Points per Level and knocks all opponents 5' away from Monk.
Giant creatures are immune to knocback.
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.
EXTRA ATTACK
At level 7, may attack two times per round.
At level 13, may attack three times per round.
At level 19, may attack four times per round.
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 ability.
_________________ "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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