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 House Rules Compilation

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MessageSujet: House Rules Compilation   House Rules Compilation I_icon_minitimeDim 12 Avr - 9:44

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MessageSujet: Re: House Rules Compilation   House Rules Compilation I_icon_minitimeDim 12 Avr - 9:56

CRÉATION DE PERSONNAGE

- Caractéristiques: Tous commence avec 86 Pts à répartir dans leur caractéristiques, les scores ont tous 10 en pertant. Le standard étant 18/18/14/14/12/10.
- Bonus de Sorts: Le bonus du aux caractéristiques élevés s'appliquent également au Sorts de niveau 0, pour cela prendre la colonne de bonus de sorts niveau 1.
- Rachat de niveau: LA +1 (2 000 PX) LA +2 (7 000 PX) LA +3 (15 000 PX) LA +4 (26 000 PX) [ignorer les regles du Unearthed Arcana]
- Pts de Vie: Les Joueurs et certains NPCs important ont le Maximum de Pts de vie. De plus au niveau 1 les joueurs ont le double de Pts de vie.

-------------------------------------------

COMPÉTENCES (voir Pathfinder)

- Athlétisme: Remplace les compétences Balance et Jump et Tumble (Équilibre et Saut et Acrobaties)
- Artisanat: Il est possible de faire un jet d'Appraise (Estimation) en utilisant sa Compétence d'Artisanat si elle est relié à l'objet estimé. La Compétence Déguisement peut être utilisé pour imiter une classe d'Artisan ou l'ont a des rangs.
- Arts Mystiques: Remplace les compétences Spellcraft et Psicraft et Concentration (Art de la Magie et Art Psionique et Concentration)
- Connaissance: Reste tel quel.
- Désamorcage: Remplace les compétences Open Lock et Disable Device (Crochetage et Disable Device)
- Discipline Mentale: Remplace les compétences Autohypnotism et Control Shape et Lucid Dreaming (Autohypnose et Controle de Forme et Rêve Éveillé)
- Discrétion: Remplace les compétences Hide et Move Silently (Cacher dans l'Ombre et Déplacement Silencieux)
- Expertise Planaire: Remplace les compétences Knowledge (Planes) et Control Plane (Connaissance (Plans) et Controle des Plans)
- Linguistiques: Remplace les compétences Decipher Script et Forgery et Speak Language (Décryptage et Contrefacon et Langues)
- Maneuvres: Remplace les compétences Swim et Fly (Natation et Vol)
- Perception: Remplace les compétences Spot et Listen (Détection et Écoute)
- Performance: Reste tel quel. La Compétence Déguisement peut être utilisé pour imiter une classe de Performeur ou l'ont a des rangs.
- Persuasion: Remplace les compétences Diplomacy et Intimidate et Gather Information (Diplomacie et Intimidation et Renseignement)
- Profession: Il est possible de faire un jet d'Appraise (Estimation) en utilisant sa Compétence de Profession si elle est relié à l'objet estimé. La Compétence Déguisement peut être utilisé pour imiter une classe de Métier ou l'ont a des rangs.
- Psychologie: Remplace les compétences Sense Motive et Bluff (Psychologie et Bluff)
- Théorie Martiale: Remplace les compétences Martial Lore et Knowledge (War) (Théorie Martiale et Connaissance (Guerre))
- Utilisation des Objets Mystiques: Remplace les compétences Use Magic Device et Use Psionic Device (Utilisation d'Objet Magique et Utilisation d'Objet Psionique)

Escape Artist
Handle Animal
Heal
Ride
Sleight of Hand
Survival

-------------------------------------------

CLASSES

Barde
- Métamagie: Le Sorcier n'a pas besoin d'un round complet pour utiliser sa métamagie, il l'utilise comme il le désire et peut donc utiliser Quicken Spell.

Élu Divin ( Favored Soul )
- Métamagie: Le Favored Soul n'a pas besoin d'un round complet pour utiliser sa métamagie, il l'utilise comme il le désire et peut donc utiliser Quicken Spell.

Mage de Bataille ( Warmage )
- Métamagie: Le Warmage n'a pas besoin d'un round complet pour utiliser sa métamagie, il l'utilise comme il le désire et peut donc utiliser Quicken Spell.

Magicien
- Familier: Peut être remplacé par un don Magique ou Métamagique.

Sorcier
- Familier: Peut être remplacé par un don Magique ou Métamagique.
- Métamagie: Le Sorcier n'a pas besoin d'un round complet pour utiliser sa métamagie, il l'utilise comme il le désire et peut donc utiliser Quicken Spell.
- Magie: Le niveau 2 de Sorcier est retiré au niveau de la progression, au nv 20 il n'a aucune progression dans sa magie. Cela permet au Sorcier d'avoir ces sortilèges de plus haut niveau en même temps que les autres lanceurs de sorts.

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MessageSujet: Tueur de Mages   House Rules Compilation I_icon_minitimeSam 6 Juin - 1:11

Tueur de Mage (Source)

Dés de vie: d8
Pré-requis : BaB +5, Connaissance (Mystere) 4+, Iron Will, Doit avoir deja combattu un Lanceur de sort.

Compétences : Concentration (Con), Artisanat (tous) (Int), Discrétion (Dex), Connaissance (Mystère) (Int), Perception (Wis), Profession (Toutes) (Wis), Spellcraft (Int)

Compétences d'Armes et Armures : Le Tueur de Mage est capable d'utiliser les armes simples et martiales ainsi que tous type d'armure et de boucliers.

Iron Mind (Ex): A cold iron warrior gains immunity to magic sleep effects and a +2 bonus against enchantment spells or effects. At 8th level, the bonus increases to +4.

Mind over Magic (Su): Starting at 4th level, a cold iron warrior can cause a spell or spell-like ability targeted against him to rebound onto the originator; this does not require an action, but the cold iron warrior must be conscious and must decide whether to use this power before knowing what the incoming spell or spell-like ability's effect is, before rolling any saving throw allowed, and before the attacker rolls to overcome the cold iron warrior's spell resistance (if any). This power is similar to the spell turning spell, except that there is no die roll to determine the number of spell levels affected; one use of the power turns one spell or spell-like ability targeted at the cold iron warrior. Effect and area spells and spell-like abilities are not affected, and this power doesn't work on spells or spell-like effects with a range of touch. A cold iron warrior can use this ability once per day at 4th level and twice per day at 8th level.

Slippery Mind (Ex): On attaining 10th level, a cold iron warrior can wriggle free from magical effects that would otherwise control or compel him. If a cold iron warrior with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

NvBaBVig.Ref.Vol.Pouvoirs01020304
01+1+0+0+2Chatiment (Mage) 1/Jour, Incantation en Armure (Légère)00------
02+2+0+0+3Détection de la Magie, Iron Mind +201------
03+3+0+0+3Dissipation de la Magie Supreme 1/Jour0200----
04+4+1+1+4Renvoi de sort 1/Jour0301----
05+5+1+1+4Chatiment (Mage) 2/Jour, Nondetection (Evasion)030200--
06+6+1+1+5Dissipation de la Magie Supreme 2/Jour030301--
07+7+2+2+5Incantation en Armure (Moyenne)03030200
08+8+2+2+6Iron Mind +4, Renvoi de Sort 2/Jour03030301
09+9+2+2+6Dissipation de la Magie Supreme 3/Jour03030302
10+10+3+3+7Slippery Mind (Mettle), Chatiment (Mage) 3/jour03030303

Liste de Sorts du Tueur de Mage
Niveau 1: True Strike, Sanctuary, Resist Elements, Low-light Vision, Magic Weapon
Niveau 2: Bull Strength, Cat Gracce, Fox Cunning, Darkvision, See Invisibility, Silence, Protection vs Energy, Wraithstrike
Niveau 3: Dispel Magic, Invisibility Purge, Suspended Silence, Spell Vulnerability, Arcane Sight, Greater Magic Weapon
Niveau 4: Break Enchantment, Spell Immunity, True Seeing, Assay Spell Resistance, Duelward, Recyprocal Gyre, Dimensionnal Anchor, Lesser Globe of Invulnerability, Spell Resistance

Built : Warblade 5 / Occult Slayer 5 / Tueur de Mage 10
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MessageSujet: Infidele   House Rules Compilation I_icon_minitimeSam 6 Juin - 1:11

Infidèle ( Source )

Iconoclasts are warriors especially skilled at attacking and disrupting faiths and religions. These warriors serve whichever cause they will, hunting down enemy outsiders and slaying enemy priests (for some groups, these are nearly all outsiders and all priests), or else guarding their causes against the predations of these forces.

BECOMING AN ICONOCLAST
In order to develop the skills of an iconoclast, a prospective member must have extensive knowledge of outsiders and faiths. They also need a knack for breaking things, considerable toughness, and a rudimentry skill at inciting doubt or fear in others. Finally, an iconoclast needs to have tasted battle against an agent of the divine. This long list of prerequisites makes the class intimidating to some prospective members, and it ensures that those who do pursue it are dedicated to the path.

The most common iconoclasts are paladins and clerics, more often than not fallen from grace, because they have the necessary toughness and several of the needed skills as class skills. Defiants (Planar Handbook) make very good candidates for the class. After them, rangers and druids who strive to protect nature from rapacious religions are most common; they have enough skill points to manage the class without divoting all of their skill to the goal. Finally, some fighters and monks have been known to become iconoclasts; they often have a few levels in wizard, cleric, or another class with helpful class skills. Very few single-classed barbarians, bards, rogues, sorcerers, or wizards ever pursue the class, either due to its intense physical trials or due to its need for extensive learning.

ENTRY REQUIREMENTS
Base Fortitude Save Bonus: +7.
Skills: Intimidate 2 ranks, Knowledge (religion) 6 ranks, Knowledge (the planes) 6 ranks.
Feats: Improved Sunder, Power Attack.
Special: Must have destroyed a holy symbol.
Special: Must have fought an outsider or divine spellcaster while it served a deity.

Hit Dice: d10
BaB : Full
Saves : Good Fortitude and Will, Poor Reflex

1. Aligned strike 1/day, detect divine
2. Smite divine 1/day
3. Greater dispel magic 1/day
4. Banishment 1/day
5. Aligned strike 2/day, disrupt icon
6. Greater dispel magic 2/day, smite divine 2/day
7. True seeing
8. Banishment 2/day
9. Distracting blow, greater dispel magic 3/day
10. Aligned strike 3/day, iconoclasm, smite divine 3/day


Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (religion), Knowledge (the planes), Listen, Profession, Sense Motive, Spellcraft, Spot.

CLASS FEATURES
All of the following are class features of the iconoclast prestige class.
Weapon and Armor Proficiency: The iconoclast is proficient with all simple and martial weapons and with all armor and shields.

Aligned Strike (Su): Once per day, an iconoclast can use a touch to align a weapon or natural weapon so that it is treated as of a specific alignment for the purpose of overcoming damage reduction. The iconoclast can choose any one alignment (chaos, evil, good, law), even if the alignment opposes the iconoclast's own. This ability has no effect on a weapon that already has an alignment. The effect lasts for 1 minute per class level.

At 5th level, and every five levels thereafter, you may use this ability one additional time per day, as shown on the table above.

Detect Divine (Sp): At will, an iconoclast can use a spell-like ability that functions like detect undead, except that it reveals the presence of outsiders, divine spellcasters, and deities (including proxies, aspects, and creatures with divine rank). The caster level of this effect is equal to the iconoclast's class level + 10.

Smite Divine (Su): A 2nd-level iconoclast can smite an outsider, divine spellcaster, or divine entity (including proxies, aspects, and creatures with divine rank) with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per iconoclast level. If the iconoclast accidentally smites a creature that is not subject to this ability, the smite has no effect, but the ability is still used up for that day. This ability is available once per day at 2nd level, and one additional time per day every four levels thereafter, as indicated on the table above. This ability has no effect on servants of the iconoclast's patron deity or ideal (or the patron deity itself), if any.

Starting at 5th level, this ability can affect divine-related items as outlined in the disrupt icon ability, though not those representing the iconoclast's patron entity or ideal, if any.

Greater Dispel Magic (Sp): A 3rd-level iconoclast can use greater dispel magic as the spell at a caster level equal to 10 + class level. At every third level afterwards (6th, 9th, and so on), this ability is usable one additional time per day.

Banishment (Sp): A 4th-level iconoclast can use banishment as the spell at a caster level equal to 10 + class level. At every fourth level afterwards (8th, 12th, and so on), this ability is usable one additional time per day.

Disrupt Icon (Su): An iconoclast of 5th level or higher can destroy any divine-related item he strikes. This ability affects holy symbols, magic items with alignments, and relics. Affected items are instantly destroyed if they are nonmagical. If they are magical, they receive a Fortitude save to resist. The save DC is 10 + class level + Charisma modifier.

Additionally, the iconoclast can now affect such divine-related items with his smite divine ability. This ability has no effect on relics or holy symbols of the iconoclast's patron deity or ideal, if any.

True Seeing (Sp): An iconoclast of 7th level can act as if under the effects of true seeing as the spell with a caster level equal to his class level + 10 for a number of rounds per day equal to his class level. Activating or deactivating this effect is a swift action, and the rounds need not be used consecutively.

Distracting Blow (Ex): Whenever a 9th-level iconoclast deals damage to a creature casting a spell or spell-like ability, treat that damage as being 5 points greater for the purpose of determining the Concentration check DC for the creature to avoid losing the spell.

Iconoclasm (Su): Once per day, a 10th-level iconoclast can create a blast of disbelief which inverts the divine blessing that allows holy symbols to function. All holy symbols within 30 feet are destroyed. If a symbol is nonmagical, it gets no save to resist. If it is magical, it gets a Will save (use the item's modifier or its owner's, whichever is better). The save DC is 10 + class level + Charisma modifier. Even if it resists successfully, a holy symbol is rendered useless and its magical abilities are suppressed for 1d4 rounds (it remains magical, though powerless).

This ability has no effect on holy symbols of the iconoclast's patron deity or ideal, if any.

FALLEN DIVINE SERVANTS
Clerics, paladins, and other divine champions that have turned away from their deities or ideals make the best iconoclasts. They have had intimate connections to the gods and voluntarily severed those ties, and are all the better at cutting the ties of others. A cleric, paladin, or other divine champion that has lost class abilities due to ceasing to revere a god, alignment, ideal, or cause gains certain boons depending on the number of such class levels (such as ex-paladin levels), as described below.

A given ex-class level cannot be used to qualify for these benefits if it is also used to qualify for benefits from another class in a similar manner. The iconoclast may choose which class each level applies to; he can choose to postpone choosing, but cannot change this choice once it is made. If the choice is postponed, it can only be made in the process of gaining a level in a class that offers benefits from ex-class levels (such as iconoclast or blackguard). For example, an ex-paladin 10/blackguard 1 assigned nine ex-paladin levels to blackguard, gaining all the benefits of having 9 ex-paladin levels; he would only be able to gain benefits of a single ex-paladin level from taking a level of iconoclast.

One or More Levels: Smite divine 1/day (this is in addition to the ability granted to all iconoclasts at 2nd level).

Three or More Levels: Disconvert (Ex): The iconoclast gains a +4 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against members of this class.

Additionally, the iconoclast adds these levels to his iconoclast level when determining the amount of damage dealt by his smite divine class ability.

Five or More Levels: Smite divine 2/day. The iconoclast adds these levels to his iconoclast level when determining the duration of his true seeing class ability. His detect divine ability is constantly active, perpetually providing information as if he had concentrated for 1 round. 1 round of concentration yields the benefits of 2 rounds, and 2 rounds yield the benefits of 3 rounds.

Seven or More Levels: Tergiversant Sunder (Ex): Whenever the iconoclast attacks a holy symbol, he gains a +4 bonus on his attack and damage rolls. Damage dealt to the holy symbol during the casting of a spell for which the symbol is a component can disrupt the spell as if the damage had been dealt to the spellcaster. If the holy symbol is destroyed during the casting of such a spell, the spell is automatically ruined.

If he destroys a holy symbol worn, held, or carried by an enemy as the result of a sunder attempt (including if the symbol is destroyed by his disrupt icon ability), the attack may hit the enemy as well. Use the same attack roll against the enemy's Armor Class, but apply situational modifiers as appropriate. The +4 bonus still applies. Do not use the same damage roll, though the +4 bonus is retained. If he used his smite divine ability on the holy symbol, the attack and damage bonuses apply for the attack against the enemy as well and neither smite counts against the iconoclast's daily limit of smite attacks.

Nine or More Levels: Inimical Renunciation (Ex): The iconoclast counts as an object which all outsiders hate and fear for purposes of banishment and similar spells and effects. Thus, any time he uses his banishment spell-like ability, the iconoclast gains a +1 bonus on his caster level checks to overcome outsiders' spell resistance and the saving throw DCs increase by 2 for outsiders.

Additionally, the iconoclast gains an extra use of his banishment spell-like ability when he gains access to the ability at 4th level. Smite divine 3/day.

PLAYING AN ICONOCLAST
Iconoclasts are extremely leery of all religious institutions, except for the one which trained them (if applicable). The more prevalent sort of iconoclast is the one which disdains all religion, serving a cause which opposes the divine in general. The other group of iconoclasts are servants of certain religions.

Iconoclasts are intelligent hunters, learning all they can about their enemies and sometimes trying to disconvert (or at least scare or confuse) some of the enemy faithful before turning to more militant tactics.

Resources
Because iconoclasts very frequently serve orders, courts, or other powerful organizations, they usually gain some of their equipment from the organization in exchange for their service.

ICONOCLASTS IN THE WORLD

Organizations
The more common employers of iconoclasts are groups that antagonize gods in general. These groups include the Athar, for whom iconoclasts are their only warrior-defenders; the Unseelie Court, which trains iconoclasts to hunt down any religious group that defies them or dares to enter Faerie; and some powerful ur-priest cabals, who need protection against the gods from whom they steal.

Occasionally, divine organizations use iconoclasts to attack other religious groups. Only orders both without strong links to other religions and with a strong animosity for at least one other religion ever train iconoclasts.

NPC Reactions
Most people distrust iconoclasts because these warriors have been known to destroy popular and benevolent religious groups.

ICONOCLAST LORE
Characters with ranks in Knowledge (religion) can learn more about iconoclasts.
DC 10: Iconoclasts live to destroy the servants of the gods, both mortal and immortal.

ICONOCLASTS IN THE GAME
Iconoclasts serve as an offensive counterpart to the defensive defiant (Planar Handbook).

--------------------------------------

ICONOCLAST
01) Favored Ennemy (Divine) +2, Slayer Focus, Detect Divine
02) Divine Resistance, Disrupt Icon
03) Smite Divine 1/Day, Track Teleportation
04) Spellbane Burr (50$, 2 Dmg), Atheism Sanctuary 1/Day
05) Favored Ennemy (Divine) +4, Non-detection Cloak
06) Smite Divine 2/Day, Unlidded Eye
07) Tergiversant Sunder, Divine Distorsion 1/Day
08) Spellbane Burr (75$, 4 Dmg), Greater Atheism Sanctuary 2/Day
09) Favored Ennemy (Divine) +6, Smite Divine 3/Day
10) Inimical Renunciation, Iconoclasm 1/Day

- Favored Ennemy
- Slayer's Focus (Su): The first training a Silver Sword receives involves closing in on mages, which can be a difficult prospect. To overcome this, Silver Sword Mageslayers learn to enter a serene state where they entirely and unerringly focus on the target. As a swift action, the Silver Sword Mageslayer may choose an arcanist to be the target of this ability, affording the Mageslayer several benefits. First, a Mageslayer who moves towards their target does not provoke attacks of opportunity from the target's allies. Second, the Mageslayer (and his Silver Swords) gains a bonus to all saving throws versus the arcane spells or spell-like abilities of the target equal to his or her Favored Enemy (Arcanists) bonus. As the Mageslayer advances in level, he learns to expand the use of this ability as well. A Mageslayer may only have one active target at a time, however changing the target is done simply by taking a new swift action to designate one.
- Spellbane Burr (Ex): Silver Sword Mageslayer improves on his mage hunting ability, learning how to place a pair of cuts that continuously bleeds and disrupts spellcasting. As a standard action, a Mageslayer may make two attacks, one with each short sword it wields. If both of these attacks deal damage, the target must make a Fortitude save equal to 10+your Mageslayer level+your Wisdom modifier or suffer a 50% chance when casting any arcane spell or using an arcane spell-like ability to lose the spell (the spell or spell slot is still expended). In addition, if the target fails its saving throw, it takes 2 points of damage every round until the creature receives a Heal check (same DC as the Fortitude save). Both effects of this ability last a number of rounds equal to your Mageslayer level. Multiple uses of this ability do not stack. The newest use supersedes any previous uses. At 8th level, the chance that a creature will lose its spell increases to 75%, and the damage per round increases to 4.
- Divine Resistance : Add is CHA vs all Magic of Divine origine. Also gain +5 to is Spell Resistance vs Divine
- Disrupt Icon (Su): An iconoclast of 5th level or higher can destroy any divine-related item he strikes. This ability affects holy symbols, magic items with alignments, and relics. Affected items are instantly destroyed if they are nonmagical. If they are magical, they receive a Fortitude save to resist. The save DC is 10 + class level + Charisma modifier. Additionally, the iconoclast can now affect such divine-related items with his smite divine ability. This ability has no effect on relics or holy symbols of the iconoclast's patron deity or ideal, if any.
- Inimical Renunciation (Ex): The iconoclast counts as an object which all outsiders hate and fear for purposes of banishment and similar spells and effects. Thus, any time he uses his banishment spell-like ability, the iconoclast gains a +1 bonus on his caster level checks to overcome outsiders' spell resistance and the saving throw DCs increase by 2 for outsiders. All Divine Spellcaster suffer a malus of CHA to their caster level while withing 60ft of the Iconoclast, this may restrict them from using their higher level spells. Spellc ast from outside the zone are unnafected.
- Tergiversant Sunder (Ex): Whenever the iconoclast attacks a holy symbol, he gains a +4 bonus on his attack and damage rolls. Damage dealt to the holy symbol during the casting of a spell for which the symbol is a component can disrupt the spell as if the damage had been dealt to the spellcaster. If the holy symbol is destroyed during the casting of such a spell, the spell is automatically ruined. If he destroys a holy symbol worn, held, or carried by an enemy as the result of a sunder attempt (including if the symbol is destroyed by his disrupt icon ability), the attack may hit the enemy as well. Use the same attack roll against the enemy's Armor Class, but apply situational modifiers as appropriate. The +4 bonus still applies. Do not use the same damage roll, though the +4 bonus is retained. If he used his smite divine ability on the holy symbol, the attack and damage bonuses apply for the attack against the enemy as well and neither smite counts against the iconoclast's daily limit of smite attacks.
- Iconoclasm (Su): 1/Day, a Iconoclast can create a blast of disbelief which inverts the divine blessing that allows holy symbols to function. All holy symbols within 30 feet are destroyed. If a symbol is nonmagical, it gets no save to resist. If it is magical, it gets a Will save (use the item's modifier or its owner's, whichever is better). The save DC is 10 + class level + Charisma modifier. Even if it resists successfully, a holy symbol is rendered useless and its magical abilities are suppressed for 1d4 rounds (it remains magical, though powerless). This ability has no effect on holy symbols of the iconoclast's patron deity or ideal, if any.
- Track Teleportation (Ex): A Silver Sword Mageslayer who attains 3rd level learns to notice subtle disturbances in the environment made by those who travel by spell. Following a creature who travels by a Conjuration (Teleportation) spell or spell-like ability requires a Survival check equal to 20+the spell's level. Most other modifiers described under the Track feat do not apply to tracking teleportation, except for poor visibility, the number of creatures tracked, and the number of days since the teleportation was used. When tracking an arcanist, the Favored Enemy (Arcanist) bonus applies to this check, as do other Favored Enemy bonuses, depending on race.
- Unlidded Eye (Su): At 4th level, a Mageslayer's ability to hunt his Target increases. When using his Slayer's Focus, the Silver Sword Mageslayer always is aware of the location of his target as long as the two are still on the same plane. He may ignore concealment against his target, but not cover.
- Non-detection Cloak
- Divine Distorsion : Anti-magic Field work only vs Divine Spellcaster
- Atheism Sanctuary : 1/Day as the Sanctuary Spell















Godslayer

Hatred can be a powerful weapon, when
channeled correctly. It can inflict vile curses, horrifying ravages,
and even scar the soul of its victim, depending on whence the animosity
is directed and how virulent the hatred’s insidious malice truly is. And
from the loathsome, vile despite of the divine is a Godslayer born.

Only
a being who devotes the entirety of its soul to the opposition and
destruction of the divine can qualify to become a Godslayer. However,
even with the sufficient deicidal impulses, an aspirant to godslaughter
must spend long and darksome hours perusing ancient and reprehensible
texts concerning the true nature of divinity and the inherent faults of
the same.

A Godslayer is the anathema of all things that possess
the Divine Spark. He is a brooding, morose entity that exists only as a
cosmic murderer. He wields fell and terrible power beyond mortal or
divine comprehension. Within his soul burns an imperishable flame of
utter stygian hollowness punctuated solely by his total and
uncompromising lack of piety. A Godslayer does not simply hate divine
beings, as does an Ur-Priest, or disbelieve in them to mock their power,
as does a Defiant of the Athar. No; he denounces their lordship with
the esoterica of aeons-hidden deicidal elucidation, and the ichor of
eternal beings stained indelibly into his blasphemous sword.

Godslayer’s
come from a predominantly martial background, as magic is notoriously
known to be a construct of the divine. Some Psychic Warriors who
discover secrets of divine failure take up the Godslayer’s loathsome
mantle, however, their ranks are dominated primarily by Blackguards,
Paladins of Tyranny and Slaughter, Ur-Priests, Defiants, and Warriors of
Darkness.

Prerequisites
Base
Attacks Bonus:
+27
Skills: Knowledge
(Religion) 24 Ranks, Knowledge (The Planes) 24 Ranks
Feats:
Evil Brand, Vile Martial Strike, Dark Speech
Special:
The character may not possess Divine or Cosmic Rank of any sort.

Hd:
d10
Skill Points: 2+ Intelligence Modifier
Skills:
Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Religion),
Knowledge (The Planes), Search, Sense Motive, Spot, Survival, Track

Level
Class Feature

1 Anathema Cloak,
Antidivinity, Favored Enemy (Gods) +2
2 Divine
Spell Resistance, Smite Gods 1/day
3 Favored Enemy
(Gods) +4
4 Smite Gods 2/day
5
Favored Enemy (Gods) +6, Parallax Distortion
6
Smite Gods 3/day
7 Atheist Paroxysm, Favored Enemy
(Gods) +8
8 Smite Gods 4/day
9
Godslaughter, Favored Enemy (Gods) +10
10
Godblight, Smite Gods 5/day

Anathema Cloak: (Su)
A Godslayer is a void upon the divine matrix that underlies the
Multiverse. He is effectively invisible to a god’s deific senses and
cannot be detected by the likes of Remote Sensing or Portfolio Sense,
should he come into range of either.

Antidivinty: (Ex)
A Godslayer knows the cosmic secrets that fuel a deity’s power and is
resistant to their inherent divinity. He takes reduced damage from
divine sources such as a god’s Divine Blast or a Flame Strike spell
equal to his Hit Dice x2.

Favored Enemy (Gods): (Ex)
A Godslayer knows how to kill gods and excels at fighting them. He
gains a +2 to attack and damage rolls against divine beings, including
the Proxies or Avatars of a deity. This also allows him to qualify for
the Bane of Enemies and Death of Enemies Epic Feats, only for Gods, even
if he has no other favored enemies. These bonuses increase by +2 for
every 2 Godslayer levels beyond 2.

Divine Spell
Resistance: (Ex)
A Godslayer is preternaturally inured to
divine magic thanks to his despicable training. He gains a Spell
Resistance of 16 + his Hit Dice against all spells cast by deities.

Smite
Gods: (Ex)
A Godslayer can infuse his strikes with anathematic
energies 1/day at level 2. When using this ability, he gains a bonus to
his Attack Rolls equal to his Charisma Modifier and deals extra vile
damage on his Damage Rolls equal to his Godslayer class levels x his
opponent's Divine Rank against any God, Cosmic Entity, Avatar, or Proxy.
He gains one extra use of this ability per day every 2nd level beyond
2nd.

Parallax Distortion: (Su) Once per day,
starting at 5th level, a Godslayer may generate a field of suppressive
energy that interferes with a divine being’s access to the Arcane Wave.
This effect acts like an Antimagic Field centered on the Godslayer, cast
by a Wizard of the Godslayer’s Hit Dice. However, this field only
effects beings with Divine Rank and radiates form the Godslayer, not
impeding him in the slightest. A deity affected by this ability receives
a Rank Check (DC 10 + the Godslayer's Class Level + Charisma Modifier)
to nullify this ability's effects each round. The effect lasts 10
minutes per Godslayer level. A Godslayer receives an extra use of this
ability at every 10 levels beyond fifth. (15th, 25th, 35th, etc.)

Atheist
Paroxysm: (Su)
Once per day, a 7th level Godslayer can emit an
inhibitive sphere of apostasic antidivinity. This field emanates from
the Godslayer and stretches for 10 ft. per Godslayer level. In order to
affect anything inside the field (through the use of a spell-like
ability, Salient Divine Ability, or anything that steems directly from
the divinity of the deity, such as Domain Powers), the deity must succed
with a rank check (DC 10+½ godslayer level + Charisma bonus) each time
it tries to affect anything inside the field. Atheist Paroxysm lasts for
1 round per level of Godslayer the godslayer has. A Godslayer receives
an extra use of this ability at every 5 levels beyond 7th. (12th, 17th,
22nd, etc.)

Godslaughter: (Su) A 9th level
Godslayer is so mightily steeped in the lore of deicide that he can
openly defy and challenge divine entities as can no other mortal. He can
make Rank Checks against deities or cosmic entities as if he had a
virtual divine rank equal to his Godslayer class level. After 20 levels,
this bonus instead increases at a rate of 1 every 3 Godslayer classes,
reflecting the massive divine power contained by Overgods and the like,
whose divinity is intrinsic to the nature of Creation itself.

Godblight:
(Su)
At 10th level, a Godslayer becomes a true bane of the
divine, a theological nightmare that warps the nature of Divinity
itself. Whenever he is in an area that would be affected by a deity's
Divine Aura, the deity in question loses all Divine Bonuses to their Ac,
Checks, Saves, Attacks, etc, and instead gains a Divine Penalty equal
to the same of amount. In addition, the Godslayer gains an Antidivine
Bonus to all of his Ac, Checks, Saves, Attacks, etc, equal to the
oppsoing god's Divine Rank. This ability can negate up to 1 Divine Rank
per Godslayer Level and may spread amongst as may deities as fall into
the affected area.


Dernière édition par Xzoltar le Mar 23 Fév - 18:59, édité 2 fois
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MessageSujet: Réseau   House Rules Compilation I_icon_minitimeSam 6 Juin - 1:12

Réseau

Dés de vie: d6
Compétences (4): Autohypnosis, Bluff, Craft, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (psionics), Knowledge (history), Knowledge (local), Listen, Perform, Profession, Psicraft, Sense Motive, Speak Language, and Survival.
Armes et Armures: Le Réseau peut manier toutes les armes Simples et utiliser les Armures Légères.

Progression de Niveau
Spoiler:

Réseau Mental (Su) Un Réseau peut connecté l'esprit de plusieurs personnes pour former un Réseau internet qui solidifie le lein entre ces personnes. En une action Simple, il peut ajouter 1 Personne par niveau de classe de personnes consententes à son Réseau. Pour ajouter une personne le réseau doit avoir le visuel sur la personne et cette dernière doit avoir un minimum de 1 de sagesse et d'intelligence, en plus de devoir être à portée (voir table 3-4). Un Réseau ne peut contenir plus de personnes qu'il ne possede de niveau et il est toujours lui-même membre de son propre réseau sans compter dans sa limite. Il est possible de retirer une personne en une action Libre et tous membres peut volontairement quitter le Réseau en une action Libre également. Une personne qui tombe avec une Sagesse ou Intelligence de 0 ou qui devient hors-portée est immédiatement exclus du réseau. Dans une zone d'Anti-psionie, le lien est supprimé temporairement. Le personnage ssait qui fait partie de son réseau en tout temps. Certains pouvoirs spéciaux peuvent être manifester via ce lien. Si le pouvoir sp.cifie une cible consentente ou Harmless et une portée supérieure à personelle, il peut manifester le pouvoir comme s'il était en contact avec la personne, il en est de meme pour chaque sort ou magie qu'il peut lancer et qui répond à ces restrictions. Si un membre du réseau meurt, il est retiré du Réseau et celui qui a formé le réseau doit faire un JdS Vigueur (DC 15) ou perdre 10 PX et 1 PP par DV de cette créature. Le réseau reste actif tant que la créateur possède au moins 1 PP. PORTÉE : Nv 1 (30ft), Nv 4 (25ft + 5ft/2 nv), Nv 7 (100ft + 10ft/nv), Nv 10 (400ft + 40ft/nv), Nv 13 (1 Mille/nv), Nv 16 (Infinie, tant que sur meme plan), Nv 19 (Infinie et Interplanaire)

Soins Coopératifs (Su) Chaque fois qu'un Membre du Réseau regagne des Pts de vie ou guéri des Dommages de Caractéristiques, il peut s'il le souhaite transferer à un autre membre du Réseau en une action Libre. Cela transfert les Pts de vie des sorts de Soins et du Repos. Toutefois il est impossible de transférer les Soins reçu via Guérison Rapide ou Régénération. Le type de Soin reste le même que l'original.

Spirit of Many (Su) Il est possible de lancer des Pouvoirs sur des membres du Réseau qui ne pourrais généralement pas être lancé. Tous effet avec la Composante Réseau perd sont effet Mind-affecting et est considéré comme un effet Supernaturel (pas de RM et ne peut être dissipé) De plus aucun de ces pouvoirs avec cette composante Réseau n'a de JdS. Tous ces pouvoirs gagne également l'augmentation suivante : +1 cible par PP supplémentaire, tant que la cible fait parti du Réseau.

Intuition Sociale (Su) Tant qu'il conserve son Focus Psionique, il gagne un bonus de +2 à ces Jets de Bluff, Diplomacie, Renseignement, Intimisation et Psychologie.

Status (Ex) En une action Swift, il peut apprendre la condition générale de tous les membres de son Réseau, ainsi il sait combien de Pts de vie il manque à chacun. Il est possible de faire un Jet de Premiers Soins en une action simple pour déterminer si un membre particulier est affecté par une Maladie ou un Poison. Il peut à partir du niveau 7 tenter de stabiliser la cible. Au niveau 12 il peut traiter la personne contre le Poison et finalement au nv 17 il peut faire un Jet de PRemiers Soins pour traiter une maladie.

Soulbinding Gaze (Su) Il est possible d'Ajouter une personne non-consentante au réseau en une action Simple. Pour ce faire il doit utiliser son Focus Psionique pour ajouter jusqu'à 1 personne par 3 niveau de classe à une Portée Maximale de 25ft + 5ft / 2 niveau. Chaque cible compte dans la limite du Réseau et peut effectuer un JdS de Volonté (DC 10 + 1/2 Nv + Sag) pour résister au pouvoir. De plus un JdS peut être refait un une action d'un round complet. Le responsable du réseau détermine à quel pouvoir du réseau cette cible peut faire appel (généralement aucun, parfois télépahie), si la cible qui est ajouté au réseau meurt, il n'y a pas de contre-coup pour le créateur du réseau et la cible ne peut pas être affecté par les pouvoirs avec le descripteur Réseau car elle encore considéré Non-consentente. Au niveau 11 il peut utiliser ce pouvoir en une action de déplacement et au niveau 14 il n'a plus besoin d'user de son Focus Psionique.

Vol de Vitalité (Su) En une attaque de touché, il peut causer 1 de Dommage par niveau + Sagesse. Il recoit le même nombre en Soin qu'il peut choisir de redistribuer parmi les membres du réseau. À partir du niveau 7 il est possible d'utiliser ce pouvoir à une distance de 30ft.

Télépathie (Su) Tous les membres du Réseau peuvent communiquer Télépathiquement avec toute personne membre du Réseau. De plus les membres du Réseau peuvent utiliser les pouvoirs connues des autres membres comme s'ils étais en contact. Finalement le créateur peut lui communiquer en session privé avec autant de personne qu'il le désire et ajouter des personnes dans des salles privée pour mieux coordonner les équipes.

Détection du Réseau (Su) Tant qu'il est Focuser Psioniquement, il gagne un Bonus de +1 à ces Jets de Bluff, Psychologie, Intimidation, Perception et Connaissance contre tous membres du réseau. Ce bonus s'ajoute au bonus d'Intuition Sociale. Il peut également utiliser son Focus pour déterminer le localisation et toutes conditions affectant les cibles de son réseau.

Demander de l'Aide (Su) Un membre du Réseau peut demander de l'aide en une action Simple et s'il le désire le créateur du Réseau peut soigner cette dernière de 3 Pts de vie par PP dépensé. Cela ne prend aucune action de la part du créateur, mais il ne peut l'affectuer que 1+Sag fois par jour.

Empathie (Sp) Peut manifester le pouvoir Empathie sur n'importe quel membre du réseau et le pouvoir gagne la composante Réseau.

Echo Mystique (Su) Il peut copier n'importe quel sort ou pouvoir affectant un membre du réseau et ayant une durée de plus d'un round. En une action Simple, il doit dépenser un Nb de PP égal au niveau de lanceur de l'effet (comme c'est un pouvoir supernaturel, il n'est pas limité par son niveau de manifesteur lui-même). La cible doit être légale et elle a droit à un JdS si applicable. Quand le sort original est terminé ou dissipé ou que le porteur sort du réseau, toute les copies disparaissent également. Pour chaque 4 PP supplémentaire dépensé lors de la copie, une cible supplémentaire peut être affecté.

Langues Innées (Su) Tant qu'il a son Focus Psionique, il peut comprendre n'importe quelle langue également connue d'une autre personne du réseau. Cela ne lui permet pas de lire ou parler la langue en question.

Protection de l'âme (Su) En une action Immédiate, peut manifester Revivify sur une personne qui vient de mourir ce round-ci. La personne est ramené à la vie comme avec le pouvoir et a donc -1 Pts de vie et est stable. Il n'y a pas de perte d'Expérience, mais le Créateur doit dépenser son Focus, 9 PP et subir une perte de Constitution de 2 Pts, qui ne peut être guéri que par le repos.

Affinité Médicale (Su) Tous pouvoirs Psioniques ayant le sous-type Soins est manifesté à +1 niveau de lanceur sans que cela augmente le nb de PP requis, toutefois il doit utiliser son Focus.

Subconscious Gaze (Su) En utilisant son Focus Psionique, le regard n'est plus considéré comme un Pouvoir Mind-Affecting et peut affecter une cible peut importe son score d'intelligence. Le DC par contre est réduit de 5.

Vol de la Vie (Su) Une fois par rencontre, en une action simple de toucher d'une portée de 30ft maximum, il peut voler la vie d'une personne en utilisatn son Focus. Cette dernière doit faire un JdS Vigueur (DC 10 + 1/2 nv + Sag) ou Mourir. Si elle meurt 5 Pts de vie par DV de la cible sont transféré au Réseau et peuvent être réparti comme il veut. Considéré comme un Death effect.

Partager la Concentration (Su) En une action de déplacement, il est possible de donner le contrôle d'un pouvoir, sort ou objet à une autre personne du réseau. La personne qui recoit la concentration doit préparé son action pour le recevoir. Cette cible doit continuer a ce concentrer sur l'effet comme si elle était le lanceur initial. La cible ne peut pas ce déplacer à plus de 50ft du créateur.

Réseau Légendaire (Su) Il est possible de maintenir un pouvoir ayant une composante Réseau en une action de Déplacement. Il peut même manifester d'autres sort tout en gardant sa concentration (DC 15 + Nv du Pouvoir sur lequel il ce concentre + Nv du Pouvoir qu'il manifeste). Maintenir sa Concentration en une action de déplacement augmente le DC de concentration de +5.

Progression Epique
Spoiler:

Pouvoirs Connus: Le Réseau apprend 2 Nouveau pouvoir par niveau et peut en ajouter d'autres comme le fait un Erudite. Il n'a pas besoin de grimoire, mais doit quand même préparés ces Pouvoirs pour la Journée, mais il est libre de les utiliser comme bon lui semble comme le fait un Psion régulier.

Pouvoirs Nv 1 : Attraction , Avaunt , Aver , Biofeedback , Broker , Call to Mind , Charm , Conceal Thoughts , Daze , Deceleration , Deja Vu , Demoralize , Detect Compulsions , Detect Psionics , Disable , Distract , Elfsight , Empathy , Empty Mind , Judge , Know Direction and Location , Mending Touch , Mindlink , Mind Thrust , Missive , Precognition , Defensive Precognition , Offensive Prescience , Sense Link , Skills as One , Suppress Compulsion , Synesthete , Telempathic Projection , Thicken Skin , Unearthly Terror, Vigor.

Pouvoirs Nv 2 : Animal Affinity , Aversion , Brian Lock , Body Adjustment , Body Equilibrium , Cloud Mind , Detect Hostile Intent , Dimension Swap , Disruption Lash , Empathic Condition Relief , Empathic Transfert , Feat Leech , Id Insinuation , Mass Missive , Mental Disruption , Psychic Bodyguard , Psychic Interference , Read Thoughts , Recall Agony , Sense as One , Forced Sense Link , Secure Life , Sensitivity to Psychic Impressions , Share Pain , Specified Energy Adaptation , Strenght of my Ennemy , Sustenance , Suggestion , Thoughts Shield , Tongues

Pouvoirs Nv 3 : Battlesense , Body Purification , Crisis of Breath , Danger Sense , Darkvision , Dispel Psionic , Empathic Adaptation , Endorphin Surge , Eradicate Invisibility , Hostile Empathic Transfert , False Sensory Input , Fate Link , Guarded Sleep , Hustle , Keen Edge , Mental Barrier , Mind Trap , Mindful Aura , Force Share Pain , Sollicit Psicrystal , Psionic Blast , Strike as One , Touchsight , Ubiquitous Vision , Vampiric Blade , Withstand as One.

Pouvoirs Nv 4 : Allienation , Aura Sight , Correspond , Death Urge , Detect Remote Viewing , Dominate , Empathic Feedback , Energy Adaptation , Evade Burst , Freedom of Movement , Head Trip , Immovability , Incite Passion , Intellect Fortress , Inertial Barrier , Thieving Mindlink , Mindwipe , Modify Memory , Personality Parasite , Phantasmal Killer , Psychic Reformation , Psychic Vampire , Physical Acceleration , Power Leech , Remote Viewing , Schism , Stolen Grace , Sensorineural Cascade, Wither.

Pouvoirs Nv 5 : Adapt Body , Catapsi , Persistent Correspond , Dream , Incarnate , Leech Field , Leech Known Power , Metaconcert , Mind Probe , Nightmare , Prowess as One , Revivify . Power Resistance , Psychic Crush , Psychofeedback , Restore Extremity , Second Chance , Shatter Mind Blank , Tower of Iron Will, True Seeing.

Pouvoirs Nv 6 : Aura Alteration , Brutalize Wounds , Mass Cloud Mind , Contingency , Co-opt Concentration , Defer Fatality , Dispelling Buffer , Fuse Flesh , Heal Injuries , Mind Switch , Remote View Trap , Restoration , Suspend Life , Technique As One, Temporal Acceleration.

Pouvoirs Nv 7 : Crisis of Life , Decerebrate , Dream Travel , Energy Conversion , Fate of One , Fission , Insanity , Personal Mind Blank , Moment of Prescience, Oak Body, Ultrablast.

Pouvoirs Nv 8 : Ability as One , Bend Reality , Erase Presence , Hypercognition , Iron Body , Mind Blank , Mind Seed , Recall Death, True Metabolism.

Pouvoirs Nv 9 : Affinity Field , Assimilate , Fusion , Microcosm , Metafaculty , Psychic Chirurgery , Reality Revision , Regenerative Aura , Timeless Body, True Mind Switch.
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MessageSujet: Counterspeller   House Rules Compilation I_icon_minitimeSam 6 Juin - 1:13

XXX (Source)

Dés de vie: d4
Pré-requis : Aucun car classe de base

Compétences : Concentration, Art de la Magie, Perception, Décryptage, Connaissances (Toutes), Professions (Toutes), Artisanat (Toutes), Désamorcage, Utilisation d'Objets Magiques.

Compétences d'Armes et Armures : Le XXXXXX est capable d'utiliser les armes simples, mais n'a aucun entraînement dans le port des armures ou boucliers.

Magie: Les XXX utilisent la Magie comme les Magiciens, donc ils doivent mémoriser leurs sortilèges à partir d'un grimoire. Toutefois ils lancent ces derniers comme un Sorcier, donc leur sorts mémorisés devient en faite leur liste de sorts connus. Ils utilisent comme caractéristique principale liée à leur magie : l'Intelligence. Ils n'ont accès qu'aux sorts d'Abjuration, Divination, Enchantement, Illusions, Altération. Donc les écoles : Évocation, Conjuration et Nécromancie leur sont interdite. Toutefois certains sorts de Runes, Glyphes, Symboles, Dissipation ou sort de Force ont été changé pour être ajouté à leur liste, donc consulter la liste plus bas.

NvBaBVig.Ref.Vol.PouvoirsMagie
01+0+0+0+2Renvoi des Morts-vivants...
02+1+0+0+3Counterspell Resistance +1...
03+1+0+0+3Countering Knowledge +1...
04+2+1+1+4Improved Counterspell...
05+2+1+1+4Defensive Turning...
06+3+1+1+5Countering Knowledge +2...
07+3+2+2+5Counterspell Resistance +2...
08+4+2+2+6Reactive Counterspell...
09+4+2+2+6Area Turning...
10+5+3+3+7Countering Knowledge +3...
11+5+3+3+7Counterspell Resistance +3...
12+6+3+3+8Supreme Counterspelling...
13+6+4+4+8Selective Turning...
14+7+4+4+9Countering Knowledge +4...
15+7+4+4+9Counterspell Resistance +4...
16+8+5+5+10Quicken Counterspelling...
17+8+5+5+10Targeted Turning...
18+9+5+5+11Countering Knowledge +5...
19+9+6+6+11Counterspell Resistance +5...
20+10+6+6+12Mastery of Counterspelling...

- Renvoi des Morts-vivants (Commun un Pretre, mais utilise Intelligence)
- Counterspell Resistance (Bonus Spellcraft vs Dissipation et au DC de Dissipation de ces Sorts)
Countering Knowledge +1 (Bonus Spellcraft et a son Jet de Dissipation)
Improved Counterspell (comme le don)
Defensive Turning (Turning Undead mais le Jet est 1d20+int la table compare CL du Perso + modificateur comme vs Undead et les Dmg sont le nb de Nv de Sort dissipé, les plus haut en premier contrairement aux morts-vivants. Cette dissipation est Targeted)
Reactive Counterspell (comme le don)
Area Turning (comme Defensive Turning mais zone de 20ft de rayon)
Supreme Counterspelling (Le sort utilisé doit juste etre de meme nv, pas de nv+1 ou d'Etre de la meme ecole)
Selective Turning (peut choisir quel sort il dissipe, mais doit avoir connaissance de leur rpesence, souvent grace a Greater Arcane Vision)
Quicken Counterspelling (1 counterspell utilisant urning en swift action)
Targeted Turning (comme Area turning, mais il choisi les cible affecté et éventuellement les sorts s'il peut savoir qu'ils sont actif de sorte a dissipé les mauvais sorts et gardé les sorts défensifs)
Mastery of Counterspelling (comme pouvoir d'archmage)



Liste de Sorts du XXX
Niveau 0: (PHB) Resistance, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation ; (SC) Silent Portal, Amanuensis, Launch Bolt, Launch Item, Repair Minor Damage, Stick, Light
Niveau 1: (PHB) Alarm, Endure Elements, Hold Portal, Protection from Chaos/Evil/Good/Law, Shield, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Sanctuary ; (SC) Dispel Ward, Ectoplasmic Armor, Ironguts, Nightshield, Resist Planar Alignment, Appraising Touch, Arrow Mind, Critical Strike, Golem Strike, Guided Shot, Insightful Feint, Instant Locksmith, Instant Search, Master's Touch, Sniper's Shot, Spontaneous Search, Targeting Ray, Distract, Distract Assailant, Incite, Inhibit, Shock and Awe, Dead End, Net of Shadows, Serene Visage, Accelerated Mouvement, Babau Slime, Breath Flare, Cheat, Cutting Hand, Ebon Eyes, Swift Expeditious Retreat, Fist of Stone, Horrible Taste, Low-light Vision, Greater Mage Hand, Nerveskitter, Portal Beacon, Raging Flame, Ray of Clumsiness, Remove Scent, Repair Light Damage, Scatterspray, Shieldbearer, Slide, Slow Burn, Spell Flower, Weapon Shift, Wings of the Sea, Familiar Pocket, Conviction, Improvisation, Know Greatest Ennemy, Persistent Blade, Resusrgence
Niveau 2: (PHB) Arcane Lock, Obscure Object, Protection vs Arrows, Resist Energy, Detect Thoughts, Locate Objects, See Invisibility, Daze Monster, Hideous Laughter, Touch of Idiocy, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Alter Self, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Darkvision, Eagle’s Splendor, Fox’s Cunning, Knock, Levitate, Owl’s Wisdom, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind, Gust of Wind ; (SC) Aiming at the Target, Greater Alarm, Daggerspell Stance, Dissonant Chant, Distracting Ray, Earth Lock, Ectoplasmic Feedback, Portal Alarm, Scintillating Scales, Balancing Lorecall, Chain of Eyes, Discern Shapechanger, Marked Object, Entice Gift, Mechanus Mind, Mindless Rage, Ray of Stupidity, Rebuke, Sting Ray, Battering Ram, Blast of Force, Ethereal Chamber, Bladeweave, Cloak Pool, Dark Way, Delusion of Grandeur, Discolor Pool, Disguise Undead, Phantasmal Assailants, Phantom Foe, Reflective Disguise, Shadow Mask, Shadow Radiance, Shadow Spray, Wall of Gloom, Ghoul Glyph, Spawn Screen, Augment Familiars, Balor Nimbus, Belker Claws, Body of the Sun, Bristle, Earthbind, Earthen Grasp, Extend Tentacles, Fearsome Grapple, Fins to Feet, Swift Fly, Fuse Arms, Ghost Touch Armor, Heroics, Hurl, Infernal Wound, Ironthunder Horn, Lively Step, Mountain Stance, Quick Potion, Razorfangs, Repair Moderate Damage, Scale Weakening, Greater Slide, Snake Swiftness, Sonic Weapon Speak to Allies, Stone Bones, Surefooted Stride, Swim, Whirling Blade, Wings of Air, Wraithstrike. Absorb Weapon, Avoid Planar Effects, Countermoon, Divine Interdiction, Divine Insight, Force Ladder, Gembomb, Rainbow Beam, Slapping Hand, Lesser Spell Immunity
Niveau 3: (PHB) Daylight ; (SC) Chain Missiles, Mass Conviction, Interplanar Message, Know Opponent, Rainbow Blast, Mass Resusrgence, Safety, Spirit Jaws
Niveau 4: (PHB) Bestow Curse ; (SC) Greater Floating Disk, Force Chest, Force Claw, Force Missiles, Forcewave, Sword of Deception, Thunderlance, Vortex of Teeth, Wingbind
Niveau 5: (PHB) Spell Immunity, Spell Resistance ; (SC) Fireward, Moon Path, Prismatic Ray, Mass Sanctuary, Shard Storm
Niveau 6: (PHB) ... ; (SC) Dinosaur Stampede, Enveloping Cocoon, Gemjump, Howling Chain
Niveau 7: (PHB) ... ; (SC) Holystar, Prismatic Eye, Mass Spell Resistance
Niveau 8: (PHB) ... ; (SC) Bestow Greater Curse
Niveau 9: (PHB) ... ; (SC) Black Blade of Disaster

Ajouter tous les sorts de Force, Dissipation, Prismatic, Runes, Glyphs, Symbols, Seals





Designer Notes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Base: Magister from Arcana Unearthed
Modifications: Mage Spécialiste (True Specialist from Unearthed Arcana)
Modifications: Sort de Force comme sort d'Abjuration, car élément favoris des Abjurateur et manque de sort d'attaque. Ajouts de tous les sorts de Glyphes, Runes, Symboles, Sceaux, Dissipation, Prismatic dans la Liste d'Abjuration.
Modifications: ...
Modifications: ...
Modifications: ...

Source: Player's Handbook I (PHB), Spell Compendium (SC)


Dernière édition par Xzoltar le Dim 2 Aoû - 11:01, édité 1 fois
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MessageSujet: Half-Dragon Ascandant   House Rules Compilation I_icon_minitimeSam 6 Juin - 1:25

Half-dragon Ascendant (Source)

"You say there's some kind of winged monster around? I wouldn't worry about it if I were you, it's probably just passing through." Kethen Amavin, A disguised Half-dragon Ascendant to a distraught villager.

Half-dragons take advantage of their heritage as a matter of course. Being stronger, tougher; constantly armed and armored; it's as much of advantage as it is a problem for them socially. Half-Dragon Ascendants take their heritage further, pulling greater abilities and might from their ancestry, until eventually being able to temporarily take the form of a full dragon.

Becoming a Half-Dragon Ascendant
Half-dragon Ascendants have the strange quality of being both born and made. Self made at that. For one reason or another (as all half-dragons have different backgrounds) a half-dragon will decide to delve deeper into his or her heritage. He or she will do this with a parent or relative, usually through long conversation, training combat, or arcane studies. This will begin the process of the half-dragon's blood unlocking its potential.

Requirements
Race: Half-Dragon
B.A.B.: +5
Skills: Knowledge (Arcana) 10 ranks, Intimidate 5 ranks, Sense motive 5 ranks
Feats: Dragon Breath and one or both Draconic Tail and Draconic Wings (all three can be found in Races of the Dragon, on pages 98, 98, and 100 respectively)
Spells: Spontaneously cast 2nd level arcane spells
Special: You must find and spend one full day communing with one of your dragon relatives (parent is best); or at least a dragon of your variety of adult age or older

Class Skills
Concentration, Diplomacy, Escape artist, Intimidate, Knowledge (any), Listen, Search, Sense motive, Spellcraft, Spot, Use magic device; plus any noted in your dragon's type.
Skill points per level: (6+int)

Hit Die: d12
BaB: +0.75
Saves: All Poor
Magic: Full Progression

1) Dragon Essence, Draconic Familiar, Frightful Interaction, Alternate Form
2) Scaled Armor, Lesser Keen Senses
3) Spell Resistance, Damage Reduction
4) Frightful Presence
5) Improved Breath Weapon
6) Additional Limb(s)
7) Greater Keen Senses
8) Attack Form Improvement
9) Improved Natural-Weapons
10) Draconic Ascension

Spellcasting: The Half-Dragon Ascendant must have at least half of its spells known of the same subtype as its dragon type (e.g. a half red dragon must know more fire spells than any other type) or spells with a draconic theme (list to be added soon).

Dragon Essence: Each level of Half-dragon Ascendant you gain is also treated as a racial hit die. This increases your HD based abilities accordingly(but nothing else). Also, after every five levels you must return to the dragon relative you qualified for this class with for a number of consecutive days equal to your class level. Until this is completed, no more levels in Half-dragon Ascendant may be gained. This applies past 20th level.

Draconic Familiar: If you have a familliar, it gains the draconic template. Add half of your Half-dragon Ascendant level to your effective level when determining the abilities your familiar gains. If you do not already possess a familiar, this feature does not allow you to gain one.

Frightful interaction: Add half your class level to intimidate checks, but subtract half your class level from diplomacy and gather information checks. These only function if you look like a half dragon or have been seen before by the person you are interacting with. You can scare people into doing what you want, but you have a harder time relating to them.

Alternate Form: You can take the appearance of your non-dragon parent as a free action for as long as you desire any number of times per day. You appear–for all intents and purposes–a creature of your non-dragon heritage, though demonstrating superhuman(oid) feats of strength or using your breath weapon may dissuade people from believing your disguise. This is a polymorph effect.

Scaled Armor: When you reach second level, your skin starts growing heavy scales over the course of the next eight hours you sleep, but then the scales separate from your body, creating a suit of skin-tight, form-fitting armor (that you are proficient with). The armor provides an armor bonus equal to 4+class level, has a -2 armor check penalty, a +6 max Dex bonus, no arcane spell failure chance, and is considered light armor. You may sleep in this armor despite the check penalty. The removal of this armor is much like sloughing it off (a full round action), however donning it again takes another full eight hours of rest to regrow it. During that time it provides only ½ its normal bonus, grants a 50% arcane spell failure chance and an additional -3 armor check penalty. It cannot be enchanted.

Lesser Keen Senses: Your darkvision range increases to 90', and you gain Blindsense out to 30'. You can see twice as well as a human in shadowy illumination.

Spell Resistance: You gain spell resistance equal to 15 plus your racial HD.

Damage Reduction: You gain damage reduction/magic equal to your racial HD.

Frightful Presence: You gain a frightful presence like that of a dragon. It only affects creatures of less HD than you, and functions out 30' per 3 levels. A creature who fails on a will save (DC 10+your racial HD+your Cha modifier) and has 4 or less HD become panicked for 4d6 rounds, and those with 5 or more are shaken for 4d6 rounds. On a success, the creature is unaffected by your frightful presence for the next 24 hours. Dragons ignore the frightful presence of other dragons.

Improved Breath Weapon: You gain a bonus feat, which can be any feat with the [metabreath] or [breath] descriptor. In addition, whenever you use your breath weapon, you may loose a spell slot to add a number of dice of damage equal to the level of the spell slot. The DC also increases by the same numerical amount. This does not take any additional time.

Additional Limb(s): You grow either a tail or wings, whichever you don't already posses (of the feats you took at first level). The tail functions as the feat Draconic Tail, and the wings grant you a fly speed of twice your movement speed (maximum 120') with average maneuverability. These grow over the course of 24 hours, and until completed, the limb(s) are nonfunctional.

Greater Keen Senses: Your Darkvision and Blindsense ranges each increase by 30', to a total of 120' and 60' respectively. You can also see four times as well as a human in shadowy illumination, and twice as well in normal light.

Attack Form Improvement: You gain the ability to make a tail sweep attack as a standard action. It affects a half circle around you, out to 5 feet every 5 levels. This does your tail slam damage +1.5x your strength bonus. Affected creatures may make a reflex save to take half damage (DC equal to your breath weapon DC). You also gain 2 wing slams, which are secondary, bludgeoning attacks for 1d4+1/2 Str.

Improved Natural Weapons: All your natural weapons are treated as one size category larger. This does not grant you any extra attack forms.

Draconic Ascension: Once you reach 10th level, you are considered a full dragon. This means you can start taking feats, prestige classes, etc. that only true dragons meet the requirements for. You may also no longer take any form or appearance other than that of a creature with the dragon type or dragon-blooded subtype besides your Alternate Form ability.

In addition, you gain the ability to take on the appearance of a full dragon of your type for a number of rounds (divided as you wish) equal to your Charisma modifier. This takes a full turn action (this time does not count for the time spent in this form) in which you are surrounded by swirling energy similar in appearance to your breath weapon. This deals no damage, however, it does block line of sight and provides a 50% miss chance.
You gain the size of a mature adult dragon of your type, with the corresponding size bonuses and penalties. As this is usually huge sized, it includes: +16 Str, -4 Dex, +8 Con, +5 natural armor, and -2 to hit and AC (all size modifiers). This also increases all your natural attack die sizes by 2 steps each. Your breath weapon damage increases to replicate that of a mature adult dragon of your type (save is still determined the same way, though it will be higher because of your increased Con). You may also use any spell like abilities available to a mature adult dragon listed in your dragon type's description, once each (per day).

Playing a Half-dragon Ascendant

As a Half-dragon Ascendant, you must learn to balance your spell casting and melee combat.
Combat: Being a half-dragon, you're naturally a pretty stiff opponent in close-range combat. However, you're still a little squishy on hitpoints from your levels in (probably) sorcerer, as well as your level adjustment. This is compensated by the increased defenses you have at your disposal, as well as your spells, depending on what they are. You aren't the best spell caster by any means, however you are decent. Once you get into close range, you can get pretty brutal though. Never skip a chance to make a full attack action.
Advancement: To get into this class, you have a pretty focused path. However, your spell selection does play a fairly significant part in where your focus should be. You're good at dealing damage, and should find ways of doing so often. Natural attacks, evocations, and the occasional grapple are all good options, as well as the most magical weapon you can get your scaly hands on. You're also going to get a great deal using an amulet of mighty fists, as it enchants all of your natural attacks.
Resources: You have a high strength score, a number of natural defensive and offensive abilities, and your spell casting. When disguised, you can be a decent diplomat, but be careful to keep your true form hidden. Your breath weapon doesn't do great damage, but it is enough to be useful all day long.

Half-Dragon Ascendants in the world


"Well...she looked like a pretty girl at first...Then she kinda roared and turned into somethin' scaly, scary, and sharp looking...and then she lit on fire and turned into a giant Dragon! Yeah...that's when I ran away. Really fast."

Half-dragon Ascendants tend to live on the fringes of society, where they can blend into the crowd enough that no one will notice if they happen to just move on somewhere else.
Daily Life: Half-dragon Ascendants are natural adventurers. Their many skills and abilities, as well as a generally negative most beings have on their existence (whether or not they're nice) set them into the traveling hero niche quite well. However, personality has a large impact on what kind of place in the world he or she might want, and if one can work his or her way into a position of power (high Cha helps with this) it can be a very interesting situation for the villagers who just found out that their beloved mayor is a 'monster'. That is, of course, assuming something goes wrong and the secret is discovered.
Notables: One of the first known Half-dragon Ascendants is named Kethen Amavin. Child of an elf and the rare 'Lunar dragon' (personal creation, still being worked on for balance), he traveled the world for a very long time, adventuring and assisting dragon-kind whenever possible. He eventually became a demigod and herald for Io. A well-known (and feared) Half-dragon Ascendant is named Kurik. He was born of a human and a red dragon, and had a knack for intrigue. Over the course of many years he slowly worked his way into the council of an aging king, and when the king died in suspicious circumstances, he was able to put the blame on his critics. Shortly thereafter, he seized power while the government was still in disarray, and took control of the city-state. He has slowly been building his influence, and has begun calling himself the Dawn Lord.
Organizations: Becoming a Half-dragon Ascendant is mostly a personal thing, as as such, there aren't really any groups specifically made up of them. However, they can be found in and around (the few) temples of Io, as the Ninefold Dragon cares for all draconic creatures, whatever they may be.

NPC Reaction
For anyone who doesn't know them, Half-dragon Ascendants are monsters. This goes doubly for commoners and people not accustomed to a variety of species. They can occasionally be found living with or near their dragon parent, and possibly that parent's friends or allies. In general, a Half-dragon Ascendant must be disguised if he or she wants to get into any town. Very large cities, and planar-level locations (e.g. City of Brass, Sigil) are the exception to this.

Half-dragon Ascendants in the game
To become a Half-dragon Ascendant, you must have been planning on this for a while, if not since character creation. It also helps to counteract the difficulties that go along with a level adjustment of +3, and being a fighter/sorcerer on top of that.
Adaptation: Practically as long as you have dragons that can reproduce with non-dragons, this class is accessible. A slight modification that eases the inclusion of this PrC is to grant the alternate form ability to all types of dragon.
Encounters: The type of encounters involving Half-dragon Ascendants really depends on their alignment, and by extension, their dragon type. Most chromatic Half-dragon Ascendants make great opponents, and depending on their level, even good recurring villains. On the other hand, if the Half-dragon Ascendant is good aligned, they can make great friends, allies, or even quest-givers.
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MessageSujet: Re: House Rules Compilation   House Rules Compilation I_icon_minitimeSam 27 Juin - 0:57

Astral Merchant ( SOURCE : http://www.giantitp.com/forums/showthread.php?t=115832 )

REQUIREMENT : Apparaise 7 rank, Use Mystic Device 7+ rank, Profession (Merchant) 10 rank, Knowledge (Planes) 5 rank, Able to cast 2nd level spells
> Généralement Voleur 3 / Magicien 3 / Astral Merchant 1

MAGIE : Gagne un niveau de magie a tous les niveau sauf 1, 5 et 10.

1) Astral Home, Spell Collector, Mechanical Wizard
2) Improved Astral Home
3) Tinkered Focus +0
4) Improved Astral Home
5) Greater Astral Home
6) Tinkered Focus +1, Improved Astral Home
7) ???
8) Improved Astral Home
9) Tinkered Focus +2
10) Improved Astral Home, CAPSTONE

Poche Astrale (Su) Le Marchand Astral peut crée un coffre ou chariot avec un espace extra-dimensionel menant au plan Astral. La capacité de cet espace est de Niveau de lanceur x 50 ft cube. Il n’y a pas de risque que des personnes tombent aléatoirement sur le contenu de cet space qui est scellé sur le plan astral. La création de cet espace coûte 20 000 Po et il peut ajouter 1 pouvoir spécial au coût de 2 000 Po supplémentaire.

Poche Astrale Améliorée (Ex) Chaque fois que ce pouvoir est gagné le Marchand Astral peut choisir 1 des pouvoirs suivants à ajouter sur son ou ces espaces extra-dimensionels. Le coût est toujours de 2 000 Po par amélioration et aucune ne peut être choisie plus d’une fois. Il peut les activer à une distance de Niveau de lanceur x 5ft et les activer ou désactiver à volonté en une action de Déplacement. Scrutation fonctionne peut importe la distance sur le même plan ou sur le plan astral.
— Plus d’Espace : Augmente le volume de l’Espace Extra-Dimensionel à Niveau de lanceur x 100ft
— Caché de la vue : Peut être rendu invisible à volonté comme le sort de niveau 2 avec le même niveau de lanceur que le Marchand Astral qui peut aussi utiliser son pouvoir Artificier.
— Forme Alétérée : Le décor intérieur peut être changé pour avoir l’air de quelque chose d’autres, mais de taille maximale à l’espace extra-dimensionel. Si des portes sont ajoutés, elle mène au plan astral, personne ne peut les forcer pour entrer, toutefois si la porte est ouverte il est possible qu’une créature essaye d’entrer en même temps.
— Non-détection : Pour localiser la poche extra-dimensionelle ou son contenu ou encore jusqu’à 60ft autour, il faut passer outre l’effet d’un sort de non-détection (DC 15 + Niveau de lanceur ou pouvoir Artificier)
— Scrutation : Peut à volonté lancer une scrutation sur sa poche astrale et voir jusqu’à 60ft autour, il ne subit pas l’Effet de son propre sort de Non-détection.
— Réduction : Permet de réduire la taille du contenant de la poche dimensionelle à la grosseur d’un petit chat.
— Silence : Un sort de Silence inversé peut être activé tous ceux à l’intérieur peuvent s’entendre normalement et entendre à l’extérieur, toutefois ceux à l’extérieur jusqu’à 60ft autour sont sous l’effet d’un sort de silence.
— Sans Monture : Le contenant peut maintenant ce déplacer à une vitesse de 60ft sans devoir être tiré par une monture ou transporter. Il est autrement dirigé comme un véhicule normal ou par une action de déplacement.

Greater Astral home
Allows you to modify the vehicle to become a portal instead of a bag of holding style item, the modification costs 10000g.
It also allows the wizard to create a device which gather magical energy, from the surrunding area in the astral plane, to power some of the more advanced funtions of the vehicle, the device can hold upto IAH*6 charges. It gathers charges at a rate of 2 charges each day, though the merchant wizard can infuse his own arcane energy to speed up the process using 5 spell levels for each charge he infuse into the device.
Up to half of these charges can be sendt to the the merchant wizard, if he is within 60 feet of the vehicle, which in turn can use them to increase his casterlevel for one spell, if he doesn't begin casting a spell within 5 minutes of reciving the charges they will become unstable and begin to wreck his body with intense pain dealing 1d6 arcane damage per charge.

Advanced Funtions
1. Fly, Allows the vehicle to fly at a speed of 60, and it's very crude flying costs 2 charges.
2. Hidden fromit all, Makes the vehicle and it's passengers invisible, attacks and other stuff do not make it reapper, and the spell also prevents scying and detection spells from revealing it though true sight can still pierce the it. costs 2 charges

Artificier (Su) Lorsqu’il utilise ou fabrique des objets magiques le Marchand Astral peut remplacer son niveau de lanceur par un jet d’Utilisation d’Objets Mystiques. Cela s’applique meme aux objets comme les Baguettes qui sont généralement limité au niveau de lanceur de celui qui l’a crée.

Collectionneur de Sorts (Ex) Lorsqu’un Marchand Astral voit l’effet d’un sort, en est la cible, le lis dans un grimoire ou un parchemin, il peut effectuer un jet d’Art Mystiques (DC 15 + 2 x Nv du Sort) s’il réussi il peut changer un des sorts de meme niveau ou plus qu’il a en tête pour ce dernier. Il peut par la suite le lancer normalement, mais l’autre sort est perdu. Il peut également s’il a le temps le transcrire dans son proper grimoire. Il ne peut apprendre de cette façon que des sorts Arcanique, pas de sorts Divins.

Tinkered Focus: At any one time, you can charge a number of Focus items equal to half your class level in Merchant Wizard, rounded up. You charge a Tinkered Focus at the start of the day, expending spell slots into your Tinkered Focus. Any material components for the spell must also be consumed when you charge your Tinkered Focus. The Tinkered Focus can then be used by you in a way similar to a one-charge Wand, except the Tinkered Focus is not damaged by being reduced to 0 charges. Others cannot use the Tinkered Focus. The Tinkered Focus stays charged until you use it, and does not need to be refreshed on the next day. You can, however, choose to harmlessly release the energies in a Tinkered Focus as a standard action, even if you do not currently possess it. Creating an item suitable for being a Tinkered Focus requires it be worth 100 gp per level of the spell you want to store in it, and 1 day of customisation by the Merchant Wizard. Starting at level 5, you can imbue Tinkered Focuses with higher level spells than the slot you consume. At level 5, the spell you can place in a Tinkered Focus is 1 level higher than the slot you consume at your preparation. At level 9, the spell you can place in a Tinkered Focus is 2 levels higher than the slot you consume during your preparation. You are allowed to place Spell Collector learned spells in your Tinkered Focuses.
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MessageSujet: Re: House Rules Compilation   House Rules Compilation I_icon_minitimeDim 2 Aoû - 11:19

Cérébromancien [ Source | Feat ]

Pré-requis: CL 3 / ML 2 , Capacité de Lancer Sort nv 2 , Capacité de lancer des Pouvoirs nv1 , Spellcraft 8 ranks , Psicraft 5 ranks

Pts de vie: d4
BaB: +0.50
JdS: Mauvais, Mauvais, Bon
Pts de Compétences: 2 + Int
Compétences: xxx

01) +1 Arcane, +1 Psionic, Metamanipulation
02) +1 Arcane, Metapsionic or Metamagic Feat
03) +1 Arcane, +1 Psionic, Practiced Cerebremancer +1
04) +1 Arcane, Psiomancy
05) +1 Psionic, Spelled Manifesting
06) +1 Arcane, +1 Psionic, Practiced Cerebremancer +2
07) +1 Arcane, +1 Psionic, Metapsionic or Metamagic Feat
08) +1 Arcane, Cerebremetamagic
09) +1 Psionic, Spelled Metapsionics, Practiced Cerebremancer +2
10) +1 Arcane, +1 Psionic, Devoted Cerebromancy

Psiomancy (Ex) On reaching 2nd level, a cerebremancer whose Core Practice is in a spellcasting class gains the ability to use his psionic powers to fuel his spells. A prepared spellcaster may prepare additional spells by expending a number of power points equal to (2 x spell level) + 1. A spontaneous spellcaster may cast additional spells by expending Psionic Focus and expending a number of power points equal to (2 x spell level) + 1. The number of additional spells prepared or cast may not exceed half the cerebremancer's class level, and no more than one of his highest spell level, two of his second highest spell level, three of his third highest spell level, so on and so forth, may be gained.

Spelled Manifesting (Ex) On reaching 2nd level, a cerebremancer whose Core Practice is in a manifesting class gains the ability to use his magic spells to fuel his powers. At any point, a spell slot may be lost in order to gain a number of power points equal to (2 x spell level) - 1. The number of spells used in this way may not exceed half the cerebremancer's class level, and no more than one of his highest spell level, two of his second highest spell level, three of his third highest spell level, et cetera, may be used.

Metamanipulation (Ex) Upon reaching 3rd level, and again upon reaching 6th level and 9th level, a cerebremancer may gain any Metamagic feat whose Metapsionic counterpart he already has, or he may gain any Metapsionic feat whose Metamagic counterpart he already has. If he has neither Metamagic nor Metapsionic feats whose counterparts he does not already have he probably suck as a crebremancer anyway...

Cerebremetamagic (Ex) Upon reaching 5th level, a cerebremancer whose Core Practice is in a spellcasting class gains the ability to power his metamagic feats with his psionic power. When preparing or casting a metamagic spell, he may expend a number of Power Points equal to three times the difference in spell level between the original and the Metamagic versions of the spell. Count any spell levels above the highest level the cerebremancer could normally cast as costing twice as much to remove. A spontaneous spellcaster also gains the ability to expend his Psionic Focus in order to avoid increasing the casting time of his spells when using metamagic; he may do so regardless of whether he decides to pay for the metamagic with his power points or not.

Spelled Metapsionics (Ex) Upon reaching 5th level, a cerebremancer whose Core Practice is in a manifesting class gains the ability to power his metapsionic feats with his spellcasting. When manifesting a power with metapsionics, he may eliminate the power point increase by using a spell slot of a level equal to one third the power point cost of using the metapsionic feat (rounding up). The cerebremancer may use a spell slot of one level higher in order to avoid expending his Psionic Focus. If another metapsionic feat is to be added to the spell, calculate the spell level as one third of the total power point increase, plus one for each time Psionic Focus is not expended when it otherwise would be. Only one spell may be expended in this fashion, and it must account for all of the power points used by the metapsionic feat(s). All power points above the cerebremancer's manifester level count double for the purposes of calculating the spell slot required.

Practiced Cerebremancer : Upon reaching 2nd level, a cerebremancer's caster level and manifester level each increase by +2. If the cerebremancer has more than one spellcasting class or more than one manifesting class, this bonus may be applied to any one of them, but the cerebremancer's Core Practice must receive the bonus. This cannot increase either caster level or manifester level above his HD, but even if the cerebremancer cannot apply the full benefit immediately, future levels without caster level or manifester level advancement may allow the cerebremancer to use the full bonus. This class feature does stack with Practiced Manifester or Practiced Spellcaster.

Devoted Cerebremancy (Ex) Upon reaching the 10th level, a cerebremancer's devotion to advancing both his spellcasting and manifesting becomes such that even in his future studies, he continues to train both. At any level after gaining this ability in which his Core Practice class's spells or powers are progressed, he may also progress any class from the opposite practice in the same way. For example, if a cerebremancer whose Core Practice was in a spellcasting class gained a level in a prestige class that advanced his existing spellcasting, or took another level of the original Core Practice class, he could also advance his manifesting in the same way. If he gains new spells per day as a result of advancing his existing Core Practice class, he will also gain new power points per day as if advancing an existing manifesting class. If he gains access to new spells or additional spells known as a result of advancing his existing spellcasting class, he gains access to new powers and additional powers known as if advancing in his existing manifesting class.If his caster level increases as a result of advancing in his existing spellcasting class, then his manifester level increases also, as if gaining a level in his existing manifesting class. This feature does not apply to any other class features, feats, or other bonuses that improve the same things, nor does it retroactively affect levels gained before it. If for any reason he gains both a level in his Core Practice class and stands to gain in any opposite practice class, he does not gain two levels in any opposite practice class, nor can he advance any two opposite practice classes, even if he has two that would qualify.

Wiz 4 / Psi 1 / Cerebromancien 10 / Archmage 5 ( Wiz 17 / PSi 13 | CL 20/19 )
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MessageSujet: Re: House Rules Compilation   House Rules Compilation I_icon_minitimeMer 19 Aoû - 23:21

DRAGON SOUL
BaB +0.75
Saves Bad/Good/Good
HD d8

1) +2 Soulmeld (2), +1 Essentia (1), Dragon Totem , Dragontouched
2) +1 Soulmeld (3), +1 Essentia (2), +1 Chakra (1), Chakra Bind (Totem)
3) +1 Essentia (3), Expanded Soulmeld Capacity +1
4) +1 Soulmeld (4), +1 Essentia (4), Chakra Bind (Crown, Hands, Feets)
5) +1 Essentia (5), ???
6) ...

----------------------------------------------------------

AZURE SAMURAI
BaB +1.0
Saves Good/Bad/Bad
HD d10

1) +1 Essentia (1), Incarnum Wakizashi, Incarnum Katana
2) +1 Soulmeld (3), +1 Essentia (2), +1 Chakra (1), Chakra Bind (Weapon)
3) ???
4) +1 Soulmeld (4), +1 Essentia (3)
5) Chakra Bind (Crown, Hands, Feets)
6) ...


----------------------------------------------------------

DRAGON SOUL SAMURAI
BaB +1.00
Saves Bad/Good/Bad
HD d10

1) +1 Essentia (1), Dragon Totem , Incarnum Wakizashi, Incarnum Katana
2) +1 Soulmeld (Ancestor Crest), +1 Essentia (2), +1 Chakra (1), Chakra Bind (Weapon), Ancestral Blade
3) +1 Essentia (3), Expanded Soulmeld Capacity +1, Shape Ancestral Blade
4) +1 Soulmeld (Azure Aegis), +1 Essentia (4), Greater Shape Ancestral Blade
5) +1 Essentia (5), Chakra Bind (Crown, Hands, Feets), Legion of the Thousand

- Ancestral Blade (Katana qui attaque tout seul à -5, Flotte 30ft)
- Shape Ancestral Blade (1 Katana ou 2 Wakizashi, attaque à -4)
- Greater Shape Ancestral Blade (2 Katana ou 4 Wakizashi, attaque à -2)
- Legion of the Thousand (2 Katana ou 4 Wakizashi, attaque à -0, de plus en 1rd complet attaque tous le monde sur 30ft avec 1 Full Attack de Katana)

Ancestral Crest : http://www.giantitp.com/forums/showthread.php?t=84454
Azure Aegis : http://www.giantitp.com/forums/showthread.php?t=84454
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MessageSujet: Re: House Rules Compilation   House Rules Compilation I_icon_minitimeMar 24 Nov - 15:51

XEROMANCER
Source : http://www.giantitp.com/forums/showthread.php?t=105490

1) Steal Shape (Humanoid), Imitate Unto Death, Counterfeit 1/Day, Sneak Attack +1d6, Magie (1-0)
2) Steal Shape (Monstrous Humanoid), Undetectable Alignment, Magie (2-1)
3) Steal Shape (Fey), Counterfeit 2/Day, Steal Persona, Sneak Attack +2d6, Magie (2-2-0)
4) Steal Shape (Giant), Non-detection, Magie (3-3-1)
5) Steal Magic, Counterfeit 3/Day, Sneak Attack +3d6, Magie (3-3-2-0)
6) Steal Shape (Magical Beast), Magie (3-3-3-1)
7) Steal Shape (Animal), Counterfeit 4/Day, Sneak Attack +4d6, Magie (3-3-3-2-0)
Cool Steal Shape (Plant), Mind Blank, Magie (3-3-3-3-1)
9) Steal Shape (Vermin), Counterfeit 5/Day, Steal Power, Sneak Attack +5d6, Magie (3-3-3-3-2)
10) Selective Transformation, Not a Illusion No Alteration, Magie (3-3-3-3-3)

Spellcasting
( 0 ) Detect Poison, Detect Magic, Ghost Sound, Mage Hand, Message
( 1 ) Disguise Self, Feather Fall, Jump, Obscuring Mist, Sleep
( 2 ) Alter Self, Darkness, Invisibility, Pass without Trace, Lesser Forget
( 3 ) Deep Slumber, Deeper Darkness, Dispel Magic, Arcane Sight, Invisibility Sphere
( 4 ) Dimension Door, Freedom of Movement, Greater Invisibility, Modify Memory, Polymorph

- Imitate Unto Death (Ex): Any spell, spell-like ability, or supernatural ability a xeromancer uses to change shape does not end when she dies, is permenant, and cannot be dispelled. However, if she is in an antimagic field or similar effect, she still cannot activate any new abilities.
- Counterfeit (Su): Once per day for every two levels possessed, a xeromancer may create a temporary copy of a Medium or smaller item. The item must be inanimate and nonsentient, and the xeromancer must have it available to study. Creating the copy takes 1 hour, and the copy only lasts for 24 hours. After this time, the copy crumbles to dust. Gold, silver, adamantine, and similar materials have resonances that cannot be duplicated by this ability, but are instead replaced by brass, nickel, or another material similar in appearance to the original. Similarly, magical qualities are not duplicated, but extraordinary qualities may be. The xeromancer may duplicate Large or larger items, but this uses an extra use of the ability for every size category above Medium.
- Steal Shape (Su): Once per day, a 3rd-level xeromancer may take on the physical traits of another creature of the same creature type and of equal or lower HD. The other creature must be available for the xeromancer to study for one hour. The xeromancer gains the appearance and Strength, Dexterity, and Constitution scores of the subject, as well as hit dice, base attack bonus, Reflex and Fortitude saves, and any mundane racial features such as darkvision or racial bonus feats. The xeromancer may revert to her true form at any time as a free action. Note that there are limits to this ability, though. First, if the subject has any racial spell-like or supernatural abilities, these are not copied. Second, only the subject's body is copied, so any possessions must be acquired another way. Third, those who know the victim well may notice something off, as this ability does not copy mental traits (such as speech patterns and gait).
At 4th level and each level thereafter, the xeromancer gains the ability to mimic a new creature type. See Table: Steal Shape and Table: Epic Steal Shape for details, but note that for nonhumanoid xeromancers, the DM may change which creature types may be mimiced at which levels. The creature is still required to have the same HD as the xeromancer or less.
- Steal Persona (Su): A 5th-level xeromancer may spend 24 hours interrogating a subject in order to take on the subject's mental qualities. This interrogation may be something as simple as the subject coaching the xeromancer on how to impersonate him, or it may be a prolonged torture session. At the end of the interrogation, the xeromancer takes on all of the subject's mental arrtibutes. The xeromancer's memories, nonracial feats, alignment, Will save, Intelligence, Wisdom, Charisma, and skill ranks are replaced with those of the subject and she replaces her own nonmagical class features (anything except spellcasting or spell-like and supernatural abilities) other than imitate unto death with those of the subject, but her personality remains untouched. Combining this with Steal Shape allows the xeromancer to impersonate a subject thoroughly enough to convince the subject's friends and family, but not even this degree of impersonation can copy any spellcasting ability the subject has.
Even though the xeromancer loses any memory of having learned or cast any spells, she is still aware of both the fact that she can cast spells and which spells she can cast.
Steal persona has the same limits on possible targets as steal shape. Consult the same tables, but treat the xeromancer's level as two less for determining available creature types. As with steal shape, the xeromancer may revert to her own mind at will.
- Steal Magic (Su): A 7th-level xeromancer may spend 24 hours observing a subject. If the subject casts a spell during that time and the xeromancer knows what spells the subject is capable of casting (for instance, by reading a wizard's spellbook), the xeromancer may replace her own spellcasting abilities with those of the subject, as well as replacing any spell-like and supernatural abilities except those granted by this class. The xeromancer must know and be able to cast at least the same number of spells of each level as the target to do this, and the same restrictions apply as with steal shape, with the xeromancer's level four less for determining available creature types. As with steal shape, the xeromancer may revert to her own spellcasting at will, but has the same number of remaining spell slots as her assumed form did. If she normally prepares spells, she is considered to have prepared only those spells she did prior to assuming her new powers.
A 22nd-level xeromancer may use this ability to replace her own salient divine powers with those of another deity, but only if the target is of equal or lower divine rank AND equal or lower HD.
While this ability could conceivably be used to replace one's arcane spellcasting with divine spellcasting, most deities will take offense at this and refuse to grant spells. Similarly, one could replace divine spellcasting with arcane spellcasting, but one's deity would be offended and refuse to grant spells upon returning to one's true form.
- Selective Transformation (Su): A 9th-level xeromancer has mastered her transformations. She may assume only parts of various forms, while maintaining aspects of her own true form. She may keep her own appearance while gaining the strength of a guardian golem, or keep her own strength while assuming the size of a pixie. When using steal shape, she may choose to not replace some physical attributes while replacing others, or may replace an attribute with a combination of both (such as taking on the appearance of herself with stone arms). When using steal persona, she may retain some of her own memories, abilities, and skills. When using steal magic, she may replace only some of her spells known with those of her target; may switch her spells known with another while retaining her spells per day; or may even learn a prepared caster's spells while retaining spontaneous casting ability. She must, though, choose targets for all these abilities that would be valid for a xeromancer two levels lower.
Only one shape, one psyche, and one set of spellcasting abilities may be stolen at a time. In order to use steal shape, steal persona, or steal magic again, the xeromancer must revert to her true form in that aspect, but may do so immediately before transforming again.
Note that while a xeromancer may steal attributes independently, the bonuses and penalties associated with those attributes cannot be separated. For instance, a she could take an outsider's darkvision, but would also become virtually unraisable, because these are both outsider traits.

EPIC
11 Steal Shape (Dragon)
12 Steal Shape (Ooze)
13 Steal Shape (Construct)
14 Steal Shape (Elemental)
15 x
16 Steal Shape (Undead)
17 Steal Shape (Outsider)
18 Steal Shape (Aberration)
19 Steal Shape (Deity)
20 x


Dernière édition par Xzoltar le Lun 30 Nov - 15:10, édité 2 fois
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Date d'inscription : 20/01/2009

House Rules Compilation Empty
MessageSujet: Re: House Rules Compilation   House Rules Compilation I_icon_minitimeMer 25 Nov - 19:03

Magic Item Booster


- Wondrous : Emulate Wondrous Magic Item of a Value of 10 000 time Essentia Invested.
- Rings : Emulate Ring Magic Item of a Value of 12 500 time Essentia Invested.
- Armors : +1 Enhancement / 4 CL and +1 Special Power per Essentia
- Weapon : +1 Enhancement / 4 CL and +1 Special Power per Essentia
- Off-Hand : +1 Enhancement / 4 CL and +1 Special Power per Essentia

----------------------

Head
(1) Circlet of Persuasion, Hat of Disguise, Headband of Intellect +2, Helm of Comprehend Languages and Read Magic
(2) Headband of Intellect +4
(3) Helm of Telepathy, Helm of Underwater Action, Lantern of Revealing
(4) Headband of Intellect +6
(5) xxx
(6) xxx

Feets
(1) Boots of Elvenkind, Boots of Levitation, Boots of Striding and Springing, Boots of Winterlands
(2) Boots of Speed, Winged Boots
(3) xxx
(4) xxx
(5) xxx
(6) xxx

Hands
(1) Gloves of Arrow Snaring, Gloves of Desterity +2, Glove of Storing, Gloves of Swimming and Climbing, Hand of the Mage
(2) Gloves of Dexterity +4
(3) xxx
(4) Gloves of Dexterity +6
(5) xxx
(6) xxx

Wrists
(1) Lesser Bracer of Archery, Bracers of Armor +3, Gauntlets of Ogre Power
(2) Bracelet of Friends, Bracers of Armor +4, Gauntlet of Rust
(3) Greater Bracer of Archery, Bracers of Armor +5
(4) Bracers of Armor +6
(5) Bracers of Armor +7
(6) xxx

Waist
(1) Belt of Giant Strength +2
(2) Monk Belt, Belt of Dwarvenkind, Belt of Giant Strength +4
(3) xxx
(4) Belt fo Giant Strength +6
(5) xxx
(6) xxx

Shoulders
(1) Cloak of Charisma +2, Cloak of Elvenkind, Cloak of the Manta Ray, Cloak of Resistance +3, Vest of Escape, Druid Vestment
(2) Cloak of Arachnida, Cloak of Charisma +4, Cloak of Resistance +4
(3) Cloak of the Bats, Cloak of Minor Displacement, Cloak of Resistance +5
(4) Cloak of Charisma +6
(5) Cloak of Major Displacement
(6) Cloak of Etherealness, Wings of Flying

Neck
(1) Amulet of Constitution +2, Amulet of Mighty Fist +1, Amulet of Natural Armor +2, Periapt of Health, Periapt of Wisdom +2, Scarab of Golembane, Brooch of Shielding, Neckllace of Adaptation
(2) Amulet of Constitution +4, Amulet of Natural Armor +3, Periapt of Wisdom +4, Periapt of Wound Closure, Stone of Good Luck +1, Medaillon of Thoughts
(3) Amulet of Mighty Fist +2, Periapt of Proof against Poison, Lantern of Revealing
(4) Amulet of Constitution +6, Amulet of Natural Armor +4, Amulet of Proof against Detection and Location, Periapt of Wisdom +6, Scarab of Protection, Stone of Good Luck +2
(5) Amulet of Natural Armor +5
(6) Amulet of Mighty Fist +3

Rings
(1) Protection +2, Feather Falling, Sustenance, Improved Climbing, Improved Jumping, Improved Swimming, Counterspells, Mind Shielding, Force Shield, Ram, Animal Friendship, Minor Energy Resistance
(2) Chameleon Power, Water Walking, Protection +3, Minor Spell Storing, Invisibility, Wizardry I, Evasion, X-Ray
(3) Blinking, Meld into Stone, Major Energy Resistance, Protection +4
(4) Wizardry II, Freedom of Movement, Greater Energy Resistance, Protection +5, Shooting Stars, Spell Storing
(5) …
(6) Wizardry III, Telekinesis

Chest
(1) Robe of Usefulness
(2) xxx
(3) Robe of Blending, Robe of Scintillating Colors
(4) xxx
(5) …
(6) Robes of Shuriken
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