Shylmirid
|
| | Fourre-tout | |
| | Auteur | Message |
---|
Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Fourre-tout Mar 3 Fév - 23:20 | |
| Abjurateur - Prismatic - Dispeller - Counterspeller - Buffer - Spellweb - Mantles - Glyph
Nécromancien - Hexer - Plaguelord - Blood King - Grafter - Netherlord - Raiser - Phantomancer
Enchanteur - Dominateur - Charmeur - Buffer
Illusioniste - Shadow - Image - Offense
Transmutateur - Shapechanger - Builder - Transmutateur
Évocateur - Warmage - Élémentaliste - Force
Conjurateur - Transport - Planar - Elemental - Space / Dimension
Devin - Sniffeur - Voyeur (Prophet) - Truename - Effaceur
Guerrier
Barbare - Totem - Rage - Frenzie - Sang - Tattoos - Shout - Fétishite
Moine - Psi - Martial - Moine - Ninja - Incarnum
Rodeur - Dervish - Sharpshooter - Scout - Infiltrator - Killer
Pretre - Warpriest - Healer - Turner - Domains
Paladin - Crusader - Templier - Charger - Healer
Barde - Sage - Dance - Perform - Words
Psion - Télépathe - Kinesist - Egoist - Seer - Nomad
Druid - Shapechanger - TLreefolk - Urban - Witch
Magicien - Alchimiste - Crafter - Inventor - Metamagician - Familier - Sage
Warlock - Fey - Dragon - Construct - Elemental - Celeste - Demon - Aberration - Undead - Raw Magic -- Construct
Society Mind - Cooperation - Healer
Dernière édition par Xzoltar le Sam 7 Fév - 11:19, édité 1 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Mer 15 Avr - 22:53 | |
| MAGIE- Magie : Divers de Neoclassic- Concours : MagieNOUVELLES CLASSES OU PRESTIGE- Expanded Shapeshift Druid Variant- Classe : Geomancer- Classe : ToB Monk- Concours : Changeur de Forme- Concours : Combat à Mains Nues- Concours : Combattant à l'Épée- Concours : Fallen from Grace- Concours : Armes à Feu- Concours : Éléments- Concours : Controle Mental- Concours : Personnages Non-Joueurs- Concours : Prêtres Spécialistes- Concours : Guerrier Tactique- Concours : Incarnum- Concours : Unique Spellcasting- Concours : A Picture Worth a 1000 Words- Concours: Music- Concours - Monsters : Dragons- Incarnate Soulmeld- Spellblade- Chameleon (Base Class) - Fragmented (Base Class) - Truenamer- Ebon Pheonix Mage- Musician- Revised Classes (Marshall, Dragon Shaman, Ranger, Soulknife, Swashbuckler)- PrC : Psycho Mystic Theurge- Classe : Clockworker- Classe : Engineer- Classe : Machinist- Classe : Dragon Incarnate- Classe : Rearranger (Transmuter)- Classe : Aspect Warrior (Shapeshifter)- Classe : Ten Scroll Sage- Classe : Irraka (Werewolf)- Classe : Planewalker (Sumonner)- Nemesis : http://www.giantitp.com/forums/showthread.php?t=130610- Initiate of the Sevenfold Veil (Epic) NOUVELLES DISCIPLINES- Black Heron (xxx) - Divine Muse (Martial Bard) - Elemental Union (Martial Druid) - Monkey Paw (Grappler) - Keleidoscopic Doom (Prismatic, Chaos) - Sentient Aurora (Martial Psionic) - Ocean Soul (Ocean) - Holy Word (Truenaming, Paladin) - Falling Star I (Étoiles) - Falling Star II (Ranged) - Twin Spirit (Mount, Chevalier) - Gentle Breeze (Vent) - Carnal Blossom (Sexe) - Adamant Soul (Tank) - Steel Aegis (Tank, Shield) - Crescent Moon (Countermagic) - Heaven Arc (Ranged, Outdoor) - Sanguine Lotus (Poison, Fatigue) - Black Lotus (Ninja, Poison, Assassination) - Bladed Thought (Soulknife, Psionic) - Broken Wave (Vague) - Diamond Arrow (Ranged, Single Target) - Celestial Rain (Ranged, AoE) - Crystalline Unicorn (Tank, Heal, Paladin) - Inner Light (Words, Paladin) - Guided Fate (Martial Hexblade) - Eternal Mount (Mount) - Falcon Eye (Ranged, Sniper) - Silver Rain (Ranged, Multiple Attacks) - Twilight Tempest (Sonic, Electricity) - Falling Star III (Sky) - Fortunate Assaillant (Luck) - Ocean Tempest (Ocean) - Oncoming Storm (Rogue) - Savage Maw (Barbarian, Blood) - Placid Lake (Stillness) - Jade Viper (Snake, Yuan-ti, Poison) - Fox Fire (Drow, Shadow) - Small Fury (Petits Êtres) - Quicksilver Aegis (Inevitable, Loi) - Nightstar Talon (Blood, Vampire) - Ninefold Damnation (Devil) - Sky Serpent (Electricity, Coualt) - Smoldering Brimstone (Demon) - Far Realms (Madness) - Feral Crescent (Lycanthrope) - Unquiet Twilight (Necromancy, Animate Dead, Lich) - Untamed Essence (Anti-caster) - Collection de Maneuvres- Army of One (Mass Combat)- Black Rain (Firearms)- Coin Edge (Chance)- Dancing Leaf (Counter, Dodge)- Dread Crown (Blood War)- Fool Grip (Improvised Weapon)- Golden Saint (Exalted)- Scarlet Bravura (Boos Allies)- Sleeping Goddess (Psionic)- Falling Anvil (Je sais pas trop)- Infinite Torment (Demon)- 8 Nouvelles Disciplines (Variés)- Chthonic Serpent (Reach Weapon)- Knowing Hart (Non-Lethal)- Silver Crane (Holy)- Mental Grip (Psionic)- Storm Soul (Electricity & Sonic)- Breath of Fire (Breath Weapon)- [url=]XXX (xxx)[/url] REGLES- Cercle de Réserve Magique- Two-weapon Fighting
Dernière édition par Xzoltar le Mer 3 Mar - 7:23, édité 19 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Jeu 18 Juin - 11:19 | |
|
Dernière édition par Xzoltar le Mar 4 Mai - 6:23, édité 17 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Dim 9 Aoû - 0:57 | |
| Air BubbleTransmutation, Water Level: Clr 7, Drd 7, Sor/Wiz 7 Components: S, M, DF Casting Time: 1 round Range: Centered on self Area: Sphere with 10/ft level diameter Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=120788This spell creates an invisible field that repels water. Any loose water in the area will immediately flow away. If cast on land it can create an area of refuge in the midst of a flood or shield against a tidal wave. If cast on the surface of water it can create a bowl shaped depression in the liquid. If cast underwater it creates a bubble of breathable air that filters in fresh air from the surrounding water. Any creatures swimming in the area will find themselves swimming on the surface at the bottom of the bubble. Creatures can enter and exit the bubble freely, and swim around and above it. Moving within the center of the bubble requires climbable surfaces or the ability to fly. Casting it on the ocean floor creates a small patch of dry land beneath the sea. Material Component A tiny blue diamond worth 1,000gp, which is turned into a less valuable 500gp white diamond. Maintained Bubble Using an exquisitely valuable blue diamond worth 10,000gp or more makes the spell last for 1/day a level. This utterly destroys the diamond. Air Bubble's special longer duration can be reset to its start by any spellcaster by casting Air Bubble again without any material component, allowing long term maintenance of a bubble without cost. Without regular maintanence any air bubble will eventually collapse. --------------------------------------------------------- Teleport FieldConjuration (Teleportation) Level: Sor/Wiz 5 Components: V Casting Time: 1 standard action Range: Centered on spot up to 20 feet away Target: Fixed cubic area 100ft across Duration: 1 minute/level Saving Throw: No Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=117197For the spell's duration the caster can teleport between any two spots in the target area as a standard action. The effect is identical to Dimension Door, except confined within the 100ft area and it can be done without limit while the spell lasts. If you leave the area you will not be able to make use of the spell, but if you return it will still function for its duration. It is possible to cast overlapping Teleport Fields and make use of whichever one you choose, but each field counts as an independent zone. Teleport Fields can be made permanent with the Permanency spell. (500 XP) --------------------------------------------------------- Omniteleportation FieldConjuration (Teleportation) Level: Sor/Wiz 5 Components: V Casting Time: 1 standard action Range: Centered on spot up to 20 feet away Target: Fixed cubic area 100ft across Duration: 1 minute/level Saving Throw: No Spell Resistance: No For the spell's duration the anyone in the area with an Intelligence score of at least 3 or a Wisdom score of at least 17 can teleport between any two spots in the target area as a standard action. The effect is identical to Dimension Door, except confined within the 100ft area and it can be done without limit while the spell lasts. If someone leaves the area they will not be able to make use of the spell, but if they return it will still function for its duration. It is possible to cast overlapping Teleport Fields and make use of whichever one a person chooses, even if each field counts as an independent zone if they touch each other its possible to travel farther away. Omnieleportation Fields can be made permanent with the Permanency spell, with the same XP cost as Teleportation Field. N.B. For +2 Lvl the Spell Apply only to Allies and for +2 more lvl it allow teleportation without the side effect (at lvl 9 it allow both) --------------------------------------------------------- DojoDivination Level: Brd 2, Clr 4, Sor/Wiz 3 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Caster plus one willing creature per caster level Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: No Source: http://www.giantitp.com/forums/showthread.php?t=116314This spell puts willing participants into a trance, during which they remain motionless and experience a shared simulated reality. Multiple creatures can hold hands to all be affected without directly touching the caster. The environment is determined by the caster, and they can simulate anything from featureless infinite planes, to forests and seas, to buildings or cities in any layout they wish. Participants have all the abilities and items they do in the real world, and can try out attacks and spells on one another that affect their simulated selves but leave their true bodies and minds unharmed. Experience points cannot be earned in the simulation. Items and spell slots used in the simulation aren't spent in the real world. These simulated spells cannot be cast into the real world - one could scry or teleport within the simulation, but not from the simulation to outside. The caster can resurrect, fully heal, and replenish spells or items of any simulated participant at will. They can also simulate or dismiss up to 100HD at a time of any animal, magical creature, or humanoid construct and have them perform any action they wish. Though it doesn't distract them, all participants remain aware of the real world, suffer no spot or listen penalties, and can leave the trance at will. --------------------------------------------------------- Predict WoundsDivination Level: Sor/Wiz 4 Components: V, M Casting Time: 1 standard action Range: Touch Target: Creature's footprints Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=122868By touching a creature the caster can briefly cause its body to display all the wounds it is likely to encounter within twenty-four hours, based on the creature's current plans. This does not predict a definite future, merely what has a high (at least 50%) probability of occurring. In a safe area no wounds may displayed. A likely battle with a creature or type of creature makes that creature's attacks appear, even if the subject may avoid encountering that creature entirely or outclasses them enough to make injury unlikely. Identifying the damage requires a heal check (one for each wound): DC Type of Wound 0 Noticing injury, discerning cuts, stabs, and burns 15 Determining what kind of weapon dealt an injury 20 Determining that a wound was caused by magic 25 Determining what kind of energy dealt an injury 30 Determining which spell dealt an injury (if the caster knows that spell) Predict Wounds does not display effects that would utterly destroy or alter every trace of a person's body, nor does it display damage that would occur after death. If a creature's plans change because of Predict Wounds subsequent castings may reveal different injuries. For example, that spell could inform a wizard whether they need to cast Protection from Arrows and let them know what energy to create an immunity to. --------------------------------------------------------- Regenerating DoorTransmutation Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One portal, up to 20 sq. ft./level Duration: Permanent Saving Throw: No Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=123107A door under this spell repairs itself as long as it has any hitpoints remaining. If it is broken rather than sundered, the the door will spring back into its frame, close, and become whole after twelve seconds of being broken with no loss of hitpoints. A previously locked door relocks itself. Any spells cast before the door was broken such as Arcane Lock or Hold Portal still persist. Material 25gp of gold dust sprinkled upon the door --------------------------------------------------------- MinefieldConjuration Level: Sor/Wiz 7 Components: V, S Casting Time: 1 hour Range: Touch Target: 1 250ft. square/level. Duration: Instantanious Saving Throw: See text Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=123107This spell creates a minefield under the earth, centred on the location you touch. Whenever any creature enters any square within or directly below the minefield roll a d20. A result of 10 or higher means they avoid the mines in that square. A result of 6-9 means that they set off one mine, taking 2d6 fire damage, 2d6 piercing damage and 2d6 and bludgeoning damage (reflex half). A result of 4-5 means they set of two mies, doubling the quantity of each type of damage. A result of 2-3 means that they set off three mines, tripling the damage. A result of 1 means that they set off every mine in the square, and every mine in every adjacent square, taking 10d6 of each damage type with no save, and creatures in the adjacent squares taking the same damage, but being allowed a save (reflex half). Each square holds a total of nine mines. --------------------------------------------------------- Oil ShowerLevel: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: see Area Area: one 10-ft. square / level, centered on the caster. Duration: 1 round/level (D) Saving Throw: No Spell Resistance: Yes Source : http://www.giantitp.com/forums/showthread.php?t=123107Anything inside the area while the spell last is damped in highly flamable oil. Said oil is of magical nature and will dissipate itself after 1 hour. Any flame can lit the oil. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage per round. --------------------------------------------------------- WindowDivination Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: 5x5 area of wall up to 10ft thick Duration: 10 min./level Saving Throw: No Source : http://www.giantitp.com/forums/showthread.php?t=123107A touched square of a wall becomes transparent and allows anyone to view through to the other side. Only the touched side becomes transparent, the other side of the wall appears entirely normal. The spell will not function through a lead barrier one inch thick. True Seeing or Detect Magic will not let you see through from the other side, but will reveal a square shaped magically charged area. Focus A tiny glass square --------------------------------------------------------- Fog of WarAbjuration Level: Sor/Wiz 5 Components: V, S, M Casting Time: 30 minutes Area: one 10-ft. square / level, centered on the caster. Duration: 24 hours Saving Throw: No Spell Resistance: Yes Source : http://www.giantitp.com/forums/showthread.php?t=123107A thick white mist fills the affected area, obscuring vision and providing total concealment to all within. The fog however is magical, and can be keyed to allow certain individuals to see through it without any difficulty. To them the fog is still visible but appears as a transparent haze instead of an opaque field. You may designate whether vision is allowed for all creatures of one race, creatures of a single military faction or alliance, or up to thirty specific people. Fog of War is not affected by wind but True Seeing can view through it. --------------------------------------------------------- Reverse MomentumAbjuration Level: Sor/Wiz 5 Components: V, S, M Casting Time: One immediate action Target: Moving object or creature weighing up to 500lbs + 50lb/caster level Duration: Instantaneous Saving Throw: No Spell Resistance: Yes Source : http://www.giantitp.com/forums/showthread.php?t=123107A moving target has its momentum reversed, and travels in the opposite direction at the same speed. An object moving in a straight line will move directly backwards, an object traveling in an arc will arc back to its point of origin. A falling object will move upwards then fall down again. This allows a caster to send projectiles back at whoever fired them, using that attacker's own attack roll. Arrows can only deal 1/4th damage when reversed and lack any magical or special material bonuses because the fletching of the arrow is what connects with the archer rather than the point. Catapult projectiles will almost always strike the machine that fired them with full force. Reverse Momentum can knock a charging person prone unless they succeed on a DC20 Tumble check to stumble backwards and maintain upright. A DC30 Tumble check allows them to continue the charge. A person walking or standing still has too little momentum to be significantly affected by the spell. --------------------------------------------------------- Nightmarish ClimbTransformation Level: Sor/Wiz 5 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: One ten foot square of wall/level Duration: 1 day/level Saving Throw: No Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=123107Nightmarish Climb enchants a wall so that it is almost impossible to climb. The entire area feels slippery to the touch, adding +5 DC to any climb checks. It also randomly magically traps random hand and footholds. One trap is triggered for each 10 feet climbed. A successful reflex save can avoid these traps but requires pushing off the wall. Even magical climbing can trigger these traps. Roll 1d6 to determine the effect: 1: A plume of acid bursts from the wall, dealing 1d6 damage. 2: A plume of fire bursts from the wall, dealing 1d6 damage. 3: That section of the wall bulges and shakes elastically for a moment, requiring a DC20 strength check to avoid being flung off. 4:Beads of yellow goo form under the climber's hands and feet and instantly harden and hold them fast to the wall in place. Breaking free requires a DC20 strength check, or one standard action chipping at it with a bladed weapon. 5: A plume of noxious goo spills onto the climber, requiring them to make a DC25 fortitude save or be sickened for five minutes. 6: Roll twice and apply both traps. Ignore any sixes and roll again. A square's magic is not used up once discharged, and each time a trap is activated the effect remains random. --------------------------------------------------------- Door's RevengeAbjuration Level: Sor/Wiz 2 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: One portal, up to 20 sq. ft./level Duration: 1 hour/level Saving Throw: No Source : http://www.giantitp.com/forums/showthread.php?t=123107You imbue a door, gate, or window with kinetic energy that is unleashed on whoever breaks it. If the door is broken it explodes into shards, slashing and piercing everyone within 10 feet for 5d6 damage (reflex save halves). This blast is entirely one way however, and someone standing on the other side of the door experiences no harm whatsoever. The caster selects one side of the door to enchant and only a person on that side will trigger or be harmed by the spell. --------------------------------------------------------- Anti-Magic RoomAbjuration Level: Sor/Wiz 7 Components: V, S, M, F Casting Time: 24 hours Range: Touch Target: Cube of cold iron 1ft wide Area: 40-ft.-radius area, centered on cube Duration: Permanent Saving Throw: None Spell Resistance: See text Source : http://www.giantitp.com/forums/showthread.php?t=130617You enchant a cube of cold iron to emit a large anti-magic field. The cube becomes entirely fixed in space. It is no longer affected by gravity and is resistant to being moved, requiring a DC30 strength check to dislodge it. If it is ever moved from its position the Anti-Magic Room spell on it immediately ends. The cubes are often built into walls or under floors to create antimagic fields with no clear source. Material8,000gp in cold iron fillings spread around area FocusCube of cold iron costing 5gp --------------------------------------------------------- Dimensionnal LockdownAbjuration Level: Clr 9, Wiz/Sorc 9 Components: V, S, F Casting time: 10 minutes Range: Long (400ft + 40ft/level) Area: 40ft/level radius Duration: 1 day/level Saving throw: Yes (see text) Spell resistence: Yes Source : http://www.giantitp.com/forums/showthread.php?t=138280You creat a shimmering green barrier around the target point that blocks extra dimenesional travel. Form of travel blocked include: astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell does not prevent these froms of travel from occuring within the field but simply block entry or exit to the field by these methods. Dimensional lockdown does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell. A creature can attempt to force its way through the field in which case it 2d6 points of damage/level of the caster. A will save or fortitude save (caster's choice) can made to reduce this damage by half. Upon casting this spell binds to the focus and from then on whoever holds the focus maitains control over the field. Multiple castings of the spell can be attached to the same focus to increase the area controlled. Dimensional Lockdown can be deactivated with a standard action by the wielder of the focus but then takes 5 minutes to reactivate. Only the holder of the focus may dsmiss the spell which takes 5 rounds, unlike normal dismissing. Focus: A sphere of lead valued at 250gp This spell can be made permanent for 4500XP. The XP cost is negateded if the caster spills 1 ounce of blood from an outsider of each alignment except true neutral. If the creature was not killed by the caster or his associates it immediately knows the caster's plane of existence as well as the wielder of the focus. --------------------------------------------------------- Parallel SelfTransmutation Level: Sor/Wiz 9, Time 9 Components: 1 level; see text Casting Time: 1 swift action Range: Personal Target: Self Duration: 1 minute/level Saving Throw: Will negates (harmless); see text Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=138655Upon casting this spell, time freezes as if by a Time Stop spell, but only for one round for the caster. During these six seconds, the caster is freed to manipulate the flow of time that shaped him, instantly manipulating all aspects of who he is - his class levels, his race, any and all templates, feat selection, skill allocation, and so on. He cannot increase his effective character level beyond its norm by this method, and any addition of level adjustment will result in having a lower number of class levels as appropriate. When the Time Stop ends, it is still the caster's turn, and he is free to act in any manner he wishes according to his new abilities. He instantly has access to any spells, psionic powers and power point totals, and so on, as if he had just started the day. When the spell ends, the caster immediately reverts to his original form ("original form" being the class, race, etc combination that he was prior to casting this spell) and is paralyzed for 1d20+5 rounds, regardless of whether or not he is immune to paralyzation and is not allowed a save against this effect. The caster also immediately loses one experience level, as if affected by a raise dead or resurrection spell. All of the caster's spell slots are also counted as "used", robbing the caster of all of his spells until he can rest and prepare spells once again. This level loss is immediately permanent, and cannot be recovered through any means, including recovery of experience via a thought bottle. The character must work to earn his experience level again, leaving this spell most often a panic button for powerful mages who have run out of options. Material Component: An out-of-game pre-prepared extra character sheet to replace the character's with for the duration of the spell. If the caster's player tries to cast this spell without this component, beat him over the head with the thickest book you have - any of the Forgotten Realms books should do. Thoughts? I was thinking of the panic buttons full casters have available to them, and this spell came to mind fully formed. Too powerful? Not powerful enough? Not necessary? All opinions are welcomed on this. --------------------------------------------------------- Shadow ArmyIllusion (Shadow) Level: Sor/Wiz 9 Components: V, S Casting Time: 1 standard action Range: Close Effect: Create 5 shadow warriors/level Duration: 1 minute/level Saving Throw: No Spell Resistance: No Source :??? You create a semi-real army out of shadow material, centered around the spot you target. Each warrior functions as a human level 1 warrior npc with 10 in all stats, bearing various mundane arms and armor, except they and their equipment appear smoky and translucent. When the caster creates the army they can select their feat and skill allocation; apply this choice to the entire army. The army is fully tangible and deals normal damage to anything they strike. Once created each warrior can operate independently, counting as a separate ongoing magical effect, without a range limiting their movement. They are utterly loyal to the caster and obey their every command. These warriors cannot be killed by normal means. If a warrior dies they vanish and reform in 1d4 rounds, fully healed with all statuses and spells on them removed. Though they can be harmed (but not permanently killed) by spells, supernatural abilities, or extraordinary abilities that steal life or power such as Vampiric Touch, it is impossible for creatures to gain hitpoints or any other benefit taken from shadows. Shadow Warriors wink out if they enter an anti-magic field, but are smart enough to try to find ways of attacking from outside the field's boundary. Dispel Magic has a chance of destroying them, but only affects the warriors caught in its area or those it targets and treats each warrior as a separate spell. Mage's Disjunction automatically destroys any shadow warriors caught in its burst, but only those are affected. --------------------------------------------------------- Ward WallsAbjuration Level: Clr 5, Sor/Wiz 5 Components: V, S, M, DF Casting Time: 6 rounds Range: Medium (100 ft. + 10 ft./level) Area: 10-ft. square/level Duration: Permanent Saving Throw: No Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=145794This spell grants stone, plaster, brick, wood, and metal walls, ceilings, floors, and doors spell resistance equal to 12 + your caster level. Only the caster of the ward may ignore this spell resistance. This functions exactly like spell resistance on a creature, except it can also block any spell without an attack roll that directly weakens, damages, or creates a passage through the warded barrier in any way, even if the spell is not usually subject to spell resistance. This includes knock, meld into stone, passwall, and phase door. Ethereal and incorporeal creatures are also prevented from crossing through a warded barrier, but may potentially go around it. Effects that indirectly damage or bypass a barrier, such as using Soften Earth and Stone on the ground beneath the enchanted surface, are not blocked. Teleportation spells are likewise not blocked, unless the spell specifically affects a protected barrier. Dispel magic does not dispel the ward unless the dispeller’s caster level is at least as high as that of the caster of the ward. Material ComponentRare incense worth 150gp per 10ft square enchanted. --------------------------------------------------------- Planar WardAbjuration Level: Sor/Wiz 5 Components: V, S, M Casting Time: One round Range: Medium (100 ft. + 10 ft./level) Area: 10-ft. cube/level Duration: Permanent Saving Throw: No Spell Resistance: No Source : http://www.giantitp.com/forums/showthread.php?t=145794This spell makes it difficult for extradimensional travel to function within the warded area. To enter, leave, or move within the warded area with a spell such as dimension door or teleport its caster must succeed on a caster level check equal to 12 + your caster level. Failing this check causes the spell to have no effect. This includes spells that shift between coterminous planes such as blink. Spells that temporarily make one ethereal or incorporeal such as ethereal jaunt must make a caster level check or end when someone attempts to enter the area. If this embeds them in solid material they are always shunted away from the warded area. Ethereal creatures may otherwise enter but may have trouble using spells to reach the warded plane. Dispel magic does not dispel the ward unless the dispeller’s caster level is at least as high as that of the caster of the ward. Material25gp of rare incense per cube --------------------------------------------------------- x ---------------------------------------------------------
Dernière édition par Xzoltar le Jeu 18 Mar - 15:31, édité 8 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Jeu 20 Aoû - 20:54 | |
| Smoke Strike (General) You have learned how to pounce on your foes with teleportation. Prerequisites: Base attack bonus +12, base Reflex save +8, Improved Initiative, Lightning Reflexes, Hide 15 ranks, Move Silently 15 ranks Effect: Any time you use an ability, spell, or effect with the teleportation descriptor (for example, dimension door), you can execute a full attack action or any standard action upon completion of the teleportation. You must be the target of the teleportation spell, and you must have line of sight to your intended target from your original location. Further, the spot to which you teleport must be a place from which you can make a melee attack against any intended targets with whatever weapons you had in hand at the beginning of your action (unless you have Quick Draw or something similar). based on the crinti shadow marauder prc in shining south. csm would get this as 5th level capstone ability, generally at around 10 hd. so i upped prereqs to at least 12th level, with some related skill and feat prereqs. ------------------------------------------------ Preemptive CounterspellBenefit: You can cast any of your spells as a preemptive counterspell targeting a single person. If the target is currently capable of casting that spell you must make a Spellcraft check (DC15 + spell level + enemy caster level - your caster level) and if successful the target suffers one of two effects depending whether they use prepared or spontaneous spells. A person who prepares spells will lose one instance of that spell. A spontaneous spellcaster will lose no spell slots, but will unable to cast that particular spell for a number of rounds equal to your caster level. A person with both prepared and spontaneous spells may suffer both effects. The target is aware of their magic being lost or blocked. If your target is not currently ready to cast the spell you are targeting your spell is wasted. A preemptive counterspell can itself be counterspelled. SOURCE : http://www.giantitp.com/forums/showthread.php?t=123950----------------------------------------- Intelligent SpellAn Intelligent Spell is imbued with sentience, and has an intelligence, wisdom, and charisma of 10. It can see, hear, and speak one language. An intelligent spell can control itself in any way that the caster could. A spell that normally requires a caster's ongoing concentration can operate self-sufficiently. It obeys the caster's verbal instructions obediently, but is smart enough to make judgment calls when its orders are contradictory or vague. The spell's mind ceases to exist when the spell ends. A spell with an unlimited duration based on concentration will only last for a number of minutes equal to the caster's level. An intelligent spell occupies a slot four spell levels
higher than normal. SOURCE : http://www.giantitp.com/forums/showthread.php?t=124220
Dernière édition par Xzoltar le Mer 23 Sep - 17:55, édité 2 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Dim 30 Aoû - 9:08 | |
| Survivalist's Vow
You do not survive to preserve your own life, you survive to spit in the face of nature and anything that failed to survive wherever you go. You fight great monsters and traverse the most dangerous hellscapes in the multiverse without the magical protection many heroes have, just to prove you can. Your resolve and confidence grant you extreme powers of badassitude. Prerequisite: Self-Sufficient Benefit: You gain a number of benefits based on your character level. See below for details. Special: To fulfill your vow to be a true survival badass, you must not own or use any material possessions, with the following exceptions. You may carry and use ordinary (but not masterwork or magical) simple or martial weapons, you may own and wear one ordinary (inexpensive) set of clothing. You may carry enough food to sustain yourself for one day in a simple (nonmagical) sack. You may carry and use a spell component pouch. You may not use any magic item of any sort except those you find as "quest items" (this is up to the DM). You cannot carry around potions and wands to use (though you may carry them around if you feel like being a pack mule), but a friend may use these on you. You might find a cloak that grants immunity to fire in a dragon's lair, which you could use to escape the powerful dragon that guards your objective - but you could not use that cloak outside of that adventure. Similarly, you could not use a +3 keen longsword you found against that dragon. This feat should not be allowed to players who will attempt to abuse the "Quest Item" clause. The point is that you are choosing to not use magical items because you do not want to unless you absolutely must, you are a badass survivalist who does not need them. Note: The survivalist cannot give his share of the treasure to his allies. He must do something with it that serves no real practical purpose what-so-ever. He may donate it if he pleases, he may have statues of sheep erected, he may fund absurd mad scientists, he may throw it off a building, whatever he pleases. But it cannot aid his survival attempts in any way.
Character Level Benefit 1st AC Bonus +4, Touch the Sky 2nd Bonus survival feat 3rd AC Bonus +5, Endure Elements 4th Fight for Survival +1 (magic), bonus survival feat 5th Sustenance, fast healing 1 6th AC Bonus +6, deflection +1, bonus survival feat 7th Resistance +1, ability score enhancement +2 8th Natural armor +1, mind shielding, bonus survival feat 9th AC Bonus +7, Wilderness Stride, fast healing 2 10th Fight for Survival +2 (cold iron), DR 5/magic, bonus survival feat 11th Ability Score Enhancement +4/+2 12th AC Bonus +8, deflection +2, greater sustenance, bonus survival feat 13th Resistance +2, energy resistance 5, fast healing 3 14th Fight for Survival +3, freedom of movement, bonus survival feat 15th AC Bonus +9, ability score enhancement +6/+4/+2, DR 5/cold iron 16th Natural armor +2, bonus survival feat 17th Fight for Survival +4, resistance +3, fast healing 4 18th AC Bonus +10, deflection +3, true seeing, bonus survival feat 19th Ability score enhancement +8/+6/+4/+2, DR 10/cold iron 20th Fight for Survival +5, energy resistance 15, bonus survival feat
AC Bonus: A 1st-level survivor receives a +4 morale bonus to his AC. This bonus increases to +5 at 3rd level, and thereafter increases by +1 every third level. The survivalist knows he will survive, and this absolute sureness enforces itself on reality. Touch the Sky: The survivor gets a bonus to Climb and Jump checks equal to twice his character level. In addition, he has no limit to his maximum jumping distance or height. Part of the inspiration to become a survivalist is to get the view from up high. Bonus Survival Feat: The survivor gains a bonus feat that helps with survival in harsh terrains at every even level. This feat is chosen from the following list. Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Blind-Fight, Communicator (CA), Dash (CW), Endurance, Eschew Materials, Faster Healing (CW), Great Fortitude, Improved Initiative, Improved Toughness (CW), Insightful (CA), Iron Will, Lightning Reflexes, Necropolis Born (CA), Night Haunt (CA), Run, Skill Focus, Soul of the North (CA), Spell Hand (CA), Stealthy, Toughness, Track. Endure Elements: The 3rd level survivor can exist comfortably in environments between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Deserts and arctic areas are really very pleasant, once you get used to them. Fight for Survival: Starting at 4th level the survivor gains an enhancement bonus to all attack and damage rolls, and pierces damage reduction as though his attacks were magical. At 10th level, he pierces damage reduction as though his attacks were imbued with cold iron. A true survivalist knows how to kick ass and take names. Sustenance: A 5th level survivor doesn't need to eat or drink, though they still can and often will just to prove they can find edible food in bizarre places. Fast Healing: A 5th level survivor heals 1 hit point per round as long as he is conscious. This rate improves by 1 every 4 levels after 5th. Wound-licking breaks are for wimps, not badass survivalists. Deflection: Starting at 6th level, the survivor gains a deflection bonus to his armor class. The survivalist is too awesome to easily injure. Resistance: Starting at 7th level, the survivor gains a resistance bonus to all saving throws. The survivalist develops their inherent ability to survive nasty things as part of their daily life. Ability Score Enhancement: At 7th level, the survivor gains a +2 enhancement bonus to one ability score. Every 4 levels, the survivor adds a +2 enhancement bonus to all currently enhanced ability scores and adds a +2 enhancement to a new ability score. A survivalist trains his body and mind far quicker than other puny mortals. Natural Armor: Starting at 8th level the survivor gains a bonus to natural armor. Long periods of crawling through brush and battering themselves against the elements have toughened them to pain. Mind Shielding: An 8th level survivor is immune to detect thoughts, discern lies, and any attempts to discern his alignment. Attempts to detect thoughts reveal thoughts about wilderness survival at all times, usually about finding "wild edibles." Wilderness Stride: A 9th level survivor does not suffer any damage or impairment from natural terrain. Extreme examples, such as lava, tsunamis, etc., do not count. The survivor cannot afford to have an eye poked out - such a fate could mean death out here. Greater Sustenance: A 12th level survivor doesn't need to breathe. This may assist in surviving in a vacuum, such as outer space. Energy Resistance: A 13th level survivor has resistance against every element. This ability improves according to the table as the survivor increases in level. Wildfires are but an inconvenience now, and perhaps something to save others from - just to show off. Freedom of Movement: A 14th level survivor is continually affect as though by the freedom of movement spell. What's the point in sitting there doing nothing when you could be out surviving in the River Styx? Death Ward: A 17th level survivor is immune to magical death effects, takes half damage from negative energy and has a +5 bonus to saving throws against negative levels. True Seeing: An 18th level survivor has developed the ability to see all things as they really are, as the true seeing spell. Damned faeries can't get me now! Ha ha!
----------------------------------------------------------------
Vow of Greed Character Level Benefit 01) +4 AC Bonus, SPELL RESISTANCE (10+HD) 02) Profane Feat 03) +5 AC Bonus , Endure Elements 04) Profane Strike (+1, Magic), Profane Feat 05) Sustenance, FAST HEALING 1 06) +6 AC Bonus, +1 Deflection, Profane Feat 07) +1 Resistance, +2 Ability Score 08) +1 Natural Armor, Mind Shielding, Profane Feat 09) +7 AC Bonus, FAST HEALING 2 10) Profane Strike (+2, Evil), DR 5/Magic, Profane Feat 11) +4/+2 Ability Score 12) +8 AC Bonus, +2 Deflection, Greater Sustenance, Profane Feat 13) +2 Resistance, Energy Resistance 5, FAST HEALING 3 14) Profane Strike +3, Freedom of Movement, Profan Feat 15) +9 AC Bonus, +6/+4/+2 Ability Score, DR 5/Good 16) +2 Natural Armor, Energy Resistance 10, Profane Feat 17) Profane Strike +4, +3 Resistance, FAST HEALING 4 18) +10 AC Bonus, +3 Deflection, True Seeing, Profane Feat 19) +8/+6/+4/+2 Ability Score, DR 10/Good 20) Profane Strike +5, Energy Resistance 15, Profane Feat
----------------------------------------------------------------------
Adept of the Pure Thoughts Ils doivent renoncer a tous ce qui touche le corps, ils n'éprouvent donc aucune sensation Physique (Toucher, Vue, Ouïe, Gout, Odorat), ne peuvent utiliser de biens matérielles ni n'en conserver, peuvent toutefois rédider dans une demeure si une personne lui en prête une temporairement. Mais comme ils n'ont généralement pas a ce nourir ou dormir cela ce produit rarement.
PRE-REQUIS : Adept of the Pure Thoughts TYPE OF BONUS : Circonstance
Character Level Benefit 01) +4 AC Bonus, Wisdom as Insight Bonus to AC 02) Balance Feat 03) +5 AC Bonus , Endure Elements 04) Balance Strike (+1, Magic, Psionic), Balance Feat 05) Sustenance, Incorporeal (No Con, No Str, CHA as Deflect, Fly 30ft, Immunity Polymorph, Stunning, Paralysis, Sleep, Poison, Disease, Fortitude, Non-lethal, Critical, Fatigue) 06) +6 AC Bonus, +1 Deflection, Balance Feat 07) +1 Resistance, +2 Ability Score 08) +1 Natural Armor, Mind Shielding, Balance Feat 09) +7 AC Bonus, Fly 50ft, Salient Ability 10) Balance Strike (+2, Good, Evil), DR 5/Magic, Balance Feat 11) +4/+2 Ability Score 12) +8 AC Bonus, +2 Deflection, Greater Sustenance, Balance Feat 13) +2 Resistance, Energy Resistance 5, Fly 100ft, Salient Ability 14) Balance Strike +3, Freedom of Movement, Balance Feat 15) +9 AC Bonus, +6/+4/+2 Ability Score, DR 5/Unaligned 16) +2 Natural Armor, Energy Resistance 10, Balance Feat 17) Balance Strike +4, +3 Resistance, Beeing of Pure Thoughts (Rank 1) 18) +10 AC Bonus, +3 Deflection, True Seeing, Balance Feat 19) +8/+6/+4/+2 Ability Score, DR 10/Unaligned & Psionic 20) Balance Strike +5, Energy Resistance 15, Balance Feat
Balance Feat : Psionic Feats, Exalted Feats, Profane Feats, Incarnum Feats
Dernière édition par Xzoltar le Ven 6 Nov - 9:17, édité 2 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Dim 18 Oct - 6:33 | |
| Spellcraft (New Epic Use)
Use Magic: As a full round action that provokes attacks of opportunity, you can duplicate the effects of an arcane spell. This requires a successful Spellcraft check (DC 50 + 5 x spell level) Your effective caster level for this spell is 1/4 your ranks in Spellcraft.
Duplicating the effects of a spell with a costly material component increases the DC by 1 per 10 gp. Duplicating the effects of a spell with an XP cost increases the DC by 1 per 10 XP.
Special: If the spell you are duplicating is not on your class list, you take a -10 penalty to this check. If you are incapable of casting arcane spells at all you take a -30 penalty on this check.
Special: This optional use for Spellcraft is very appropriate as a normal skill variant in high-magic campaign settings, which might reduce the Spellcraft check to 25 + 4 per spell level or increase the effective caster level to ½ ranks in Spellcraft.
Taunt (Cha)
You can change another’s behavior with a successful check. Your Taunt check is opposed by the target’s opposed Sense Motive check modified by his Will Save modifier. If you beat your target’s check result, he is effected by the taunt in a manner of your choosing, however you must choose before rolling.
A creature with no intelligence score cannot be Taunted.
Taunting in combat is a standard action.
Irritate A Taunt check can be used to provoke an opponent into attacking you, every melee or ranged attack he makes must be against you and any spell he casts must either target you or include you in the area of effect for 2 rounds. if used out of combat the target is compelled to attack you in some manner instead.
Distract A Taunt check can also be used to take another off balance by sheer anger, if the check succeed the target takes a -2 penalty to attack rolls and AC for one round.
Synergy If you have 5 or more ranks in Bluff, you get a +2 bonus on Taunt checks. If you have 5 or more ranks in Intimidate you get a +2 bonus on Taunt checks. If you have 5 or more ranks in Taunt you get a +2 bonus on Bulff and Intimidate checks.
Class Skill Add Taunt to the list of class skills of any class who meets at least two of the following conditions: -Bluff as a class skill. -Intimidate as a class skill. -Full Base Attack Bonus progression.
Dernière édition par Xzoltar le Dim 14 Mar - 16:57, édité 1 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Lun 25 Jan - 14:38 | |
| HALF-LESHAY - http://www.d20srd.org/srd/epic/monsters/leshay.htmFey +4 For, +8 Dex, +6 Con, +4 Int, +4 Sag, +8 Cha +10ft DEP +WIS as Insight Bonus to AC DR 5/Cold Iron Immune (Poison, Disease, Sleep) Low-light vision Fast Healing 2 Spell Resistance 11 + HD Free Languages : Sylvan 1 Detect Thoughts 3/Day, Disguise Self 3/day 3 Displacement 1/Day 5 Knock 3/Day 7 Water Breathing 1/Day, Speak with Plants 1/day 9 Greater Invisibility 1/Day 11 Greater Dispel Magic 1/Day 13 Greater Teleport 1/Day, Haste 3/day 15 Spell Turning 1/Day 17 Heal 1/Day 19 Freedom 1/Day, Gaze Attack (Charm-Monster) 1/day Lesser LeShay Weapons (Su) As a Free Action can summon 2 weapon considered light. They have a enhancement bonus of +1 per 5 HD and +1 Special Power per 10 HD. Weapons formed that way dont need to have same enchantment. Woodland Stride (Ex): Like a druid, any half-fey may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. LA +4 | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Ven 12 Fév - 14:50 | |
| ArtificerSource : http://www.giantitp.com/forums/showthread.php?p=6017763Source : http://www.giantitp.com/forums/showthread.php?t=123964Source : http://www.giantitp.com/forums/showthread.php?t=79949 Source : http://www.giantitp.com/forums/showthread.php?p=7045358Source : http://www.giantitp.com/forums/showthread.php?t=141564Arcane Augment (Su): At 3rd level, the arcane smith learns the ability to hasten his infusions by using arcane spell energy from spells he has yet to cast. This ability may be used on infusions that take 1 minute to infuse. The character spends an arcane spell of the same level or higher of the level of the infusion he is attempting to use. This infusion now has a casting time of one full round action. Metamagic Spell Trigger (Staves) (Su): The arcane smith is a master of magical combat, learning to apply his mastery of metamagical techniques to his skills with a staff, the instrument of the mightiest magi. Using this ability expends additional charges from the staff equal to the number of effective spell levels the metamagic feat would add to a spell. For example, the arcane smith could quicken a spell cast from a staff by spending 5 charges (4 additional charges). If the character is an artificer with this ability, he may instead opt for an item creation feat or metamagic feat. Item Shares Spell (Su): At 3rd level, the sortilegic craftsman learns how to attach the magical items he creates to his soul through tiny, invisible strings of essence. First, you are capable of using any infusion on any magic item you created despite the distance it is away from you, except across planes. Secondly, any spell you cast on yourself, you can choose to have effect the items you've created so long as they are being held or worn by someone else. If you concentrate, you can also have the spell effect the people wearing the items as well but you can only do so for a number of rounds per day equal to your character level, which may be distributed round per round as you please. Animate Magic Item (Su): At 5th level, you learn the ability to go above and beyond the limits of artificial animation and can make magic items you create into animate constructs. This ability functions exactly like the animate objectsspell with a caster level equal to your own but can only work on items you have created(magic or nonmagic). You can only animate one item at a time, but can have any number of nonmagical items animated equal to twice your sortilegic craftsman level, a number of magic items animated equal to your sortilegic craftsman level or any combination thereof. Items animated this way must be in your possession when this ability is used. Magic Item Aura (Su): At 7th level, you gain the unique ability to create magical items that can be altered to share some of the qualities of spell auras. By expending twice the normal amount of XP for the magic item, the item can become insubstantial but still give the benefits of the item. This means that the items are no longer subject to damage from spells, such as those from a natural 1 on a Reflex save or sundering. This ability cannot be used on items that physically need to be physical to be used, such as magic weapons or armor, but when the item is not used it can become insubstantial and simply unusable. Changing a magic item from physical to insubstantial or vice versa requires a swift action. Magic items that are created this way can still be affected by infusions and the item share spells class feature. Arcane Craft Expertise (Su):At 10th level, you gain insight into the ultimate talent of imbuing magic into magic items. If crafting a magic item by yourself, if you know the prerequisite spells or have it prepared for use and if you successfully use your Item Creation artificer class feature to mimic the prerequisite spell or spells you can enhance the power of a magic items in many different ways. The effective caster level of the item is equal to your own +2. If the item has any kind of saving throw for any of it's effects, the save DC improves by two. If the item has charges, it has an additional amount of charges added to it's total equal to half the normal amount it has. If the item added an enhancement bonus to attack rolls or armor class, that bonus increases by +1(to a maximum of +5 unless the craftsman has a caster level of 21st or more). If the item had uses per day, the uses per day increase by one. These bonuses do not increase the time, gp cost or XP the item would normally require to have crafted. Martial Craftsman (Ex): Your skill for creating and enhancing tools of war improve a great deal. Whenever crafting weapons, armor or shields(including creating or enhancing magical versions) you may decrease the the crafting time and XP cost by 25%. Additionally, any infusions you can use to enhance weapons or armor are cast with a +1 to caster level. Wandstrike Stance (Su): At 4th level, you gain a unique stance that allows you to use wands you have as substantial martial weapons. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When in this stance, you may treat any wand you have as a weapon capable of delivering devastating magic. Wands used in this respect are treated as light maces with no enhancement bonus(unless otherwise stated in the wand's description) but are still treated as magic for overcoming damage reduction. Additionally, whenever you strike an opponent with one of your wands, you may choose to spend one of the charges in the wand and effect the stricken opponent with the spell in the wand. This method of wand use will allow multiple uses of the spell, if capable of making multiple attacks through high base attack bonus or haste. Any one opponent cannot be effected by the same wand more than once a round. Some spells can be used in this fashion, but may not be well suited to, with fireball as an example. Stance of Unmaking (Su): Your talent for making is incredible, and with this stance attained at 7th level, so is your talent for unmaking. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When in this stance, you are capable of obliterating or repressing the magic within magic items or constructs. If you make a melee attack against a magical item or construct of any kind that deals damage to it, you may choose to unbind the magic within it. If stricken, the item or construct must make a Fortitude save (DC 10+half initiator level+Int modifier) or be rendered completely unmagical for 24 hours. Magical items become either useless, or in the case of weapons, armor and shields, simply masterwork. In the case of constructs, they become inert until the 24 hour duration is complete. This does not work on artifacts of any sort. Warrior Craftsman Stance (Ex): At 10th level, your ability to craft, enhance and fight are all fused into one element. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When in this stance, and initiating a martial maneuver with an initiating time of 1 standard action or less, you may opt to use it as a full-round action and use any infusion you know as a swift action in the same round. Additionally, any magical weapon, armor or shield you have on your person has an effective enhancement bonus of one higher than it actually is. This cannot push a magic item's effective enhancement bonus beyond +10. Finally, if any magic item on your person is ever sundered, you may opt to instead make it magically inert for 1d4+1 hours instead of having it destroyed forever. | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Ven 12 Fév - 15:08 | |
| Clone Invasion – When you use your Dragon Shape ability, your shape does not change, but you flood the battlefield with phantom half-dragon soldiers under your command. Your armor functions normally in this form. You gain +6 Int, +6 Wis, and +6 Cha. Every space within 30 ft of you is occupied by an incorporeal half-dragon who responds only to you. The phantoms move when you move. All opponents are flanked against all of your attacks, and when you strike an opponent, they must make a Reflex save (DC = damage you dealt, for half damage) to avoid a breath attack from one of your phantom allies, which deals 1d8 + (your Cha modifier) force damage. The soldiers' shields grant you a +4 cover bonus to AC, and partial concealment (20%). While the phantoms do not physically impede movement, everyone except you must move at ½ speed through the area, due to impaired vision. /// Combiner avec Hex Portals | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Lun 15 Fév - 19:17 | |
| REQUEST A HOMEBREWSource : http://www.giantitp.com/forums/showthread.php?t=72870
H1 -------------------------
ShatterstrikeYou are capable to bringing such incredible force to bear with your critical hits, that you can pierce the innate immunity of those who normally ignore such damage. Your shatterstrike rends the metal of constructs, sends the protoplasmic material of oozes flying, and discorporates undead with a single mighty swing. Level: 3rd. Replaces: If you select this alternative class feature, you do not gain trap sense. Benefit: Any time you strike a creature immune to critical hits, you have a 25% chance of ignoring their innate immunity and dealing your extra damage as normal. You roll this percentile after you receive a critical threat, but before you attempt the critical confirmation roll. At 9th level this ability improves, granting you a 50% chance to ignore a creature's immunity to critical hits. At 15th level it improves for the final time, granting a 75% chance to ignore a creature's immunity to critical hits. H4 -------------------------
I recommend a large spiked shield here. The shied part has bashing and whatever defensive abilities you like. The spikes have throwing and returning. If you want more range on it, take the Far Shot feat. Improved Shield Bash is a must. If you want to make it more like Rygar's shield, nix the spikes and give the edges a serrated blade, and make it slashing instead of piercing. That's the only bit of homebrew that's required. Your BBEG is now very powerful in both ranged and melee, and probably has good AC. Attach a chain to it from his wrist and you've got a really big serrated yoyo. ------------------------- H61
back storyDuring the ancient times, the city of Ethaea was one of the greatest centers for magical research in the world. An independent city-state situated in a centrally located region with vast natural resources just beneath it, Ethaea was a favorite target of raids by neighboring kingdoms. These raids were all doomed to failure, however, as the inhabitants of Ethaea had discovered something that none of her rivals could match. Deep beneath Ethaea itself lied a rich vein of a bizarre metal found nowhere else in the world. It was highly reactive to infusion with magic, frequently becoming enchanted with complicated spells just from being present near their casting. Perhaps even more potent, it could be alloyed with nearly any other metal and acquire all its partners traits. Alloyed with steel, it was as strong as adamant; alloyed with adamant, it was stronger still. The Ethaeans took all the useful metals they had access to and created a suit of armor with the corresponding alloy, each with one of their most potent weapons built into it. These armors were given to the city's guard. Near invulnerable, their small numbers were still enough to annihilate all those who attempted to invade their city. While the armors were immune to almost everything their opponents could throw at them, the guard was not. After hundreds of crushing defeats, the kingdoms neighboring Ethaea banded together, not with military force, but with the force of wealth. Pooling their resources, they created a vast horde of treasure with which they bribed the Ethaean guard. All but the captain of the guard were corrupted in time, and on one fateful day they turned on their city. Although the captain of the guard was armed with the greatest of the Ethaean armors, that created with the mercury alloy, he still had no chance against the combined force of the rest of the guard. Soon he was overwhelmed. Unable to break through his armor, his opponents threw him into the molten metal of a foundry. This choice proved to be disastrous. The molten metal was lead, and as the captain's armor began to melt, the strange metal began to enter its lead alloyed form. There was no lead alloy armor, and for very good reason: the first tests with the material created a substance so heavy that it broke through the floor at the forge it was created at almost instantly. The captain's armor became catastrophically heavy: he sank through the forge, then through the ground below it. The hole he created as he fell grew not only in depth, but also in width. The entire city of Ethaea was soon engulfed in a massive crater. As he sunk into the bowels of the earth, the captain of the Ethaean guard was caught on a formation of rock as the avalanche of lead poured past him. While he lied unconscious, his armor reformed itself. When he finally awoke, he was the last of his civilization. Vaguely aware of the reaction that caused the catastrophe, the last Ethaean walked away from the crater and into the caverns he had fallen into. He set off to tuck away each piece of his armor away in the farthest reaches of this cave complex, in hopes that it would never be used again. (I recommend his corpse is found with the cannon) artifactWhile the last armor of Ethaea was only moderately more powerful than the other armors that were created with it, it was the only one that survived the catastrophe that destroyed Ethaea. If its 7 pieces can be reunited, the wielder of the armor will find that nothing that remains can stand up to its might. Boots of Ethaea The wearer of these boots gains a +10 bonus against trip and bullrush attempts, and acts as if under the effects of a Freedom Of Movement spell. For each additional piece of the Armor of Ethaea he is wearing, the bonus against trip and bullrush attempts increases by +5. If the wearer has at least 3 pieces of the Armor of Ethaea, he acts as if under the effects of an Air Walk spell. If the wearer has 6 pieces of the Armor of Ethaea, he acts as if under the effects of a Fly spell. If the wearer has the entire armor, he can pass through walls of up to 5' thickness. Helmet of Ethaea The wearer of this helmet gains a +4 bonus on saving throws against mind effecting spells and spell-like abilities, and gets a +4 bonus on all attack rolls. For each additional piece of the Armor of Ethaea he is wearing, these bonuses increase by +2. If the wearer has at least 3 pieces of the Armor of Ethaea, he is immune to scrying spells. If the wearer has at least 6 pieces of the Armor of Ethaea, he is immune to spells from the Enchantment school. If the wearer has the entire armor, he can cast True Strike on himself at will as a swift action. Gauntlets of Ethaea The wearer of these gauntlets gains a +8 bonus against disarm and sunder checks made against items he is holding, and does an additional 2d6 damage on melee attacks. For each additional piece of the Armor of Ethaea he is wearing, the bonus against disarm and sunder checks increase by +4 and the bonus damage increases by 1d6. If the wearer has at least 3 pieces of the Armor of Ethaea, he can bullrush opponents without following them. If the wearer has at least 6 pieces of the Armor of Ethaea, he may make a free bullrush attempt against all opponents he strikes. If the wearer has the complete Armor of Ethaea, his reach increases by 10'. Breastplate of Ethaea The wearer of this breastplate gains a +8 armor bonus to AC and a +2 deflection bonus to AC. For each additional piece of the Armor of Ethaea he is wearing, the deflection bonus increases by +2. If he has at least 3 pieces of the Armor of Ethaea, he gains fast healing 5. If he has at least 6 pieces of the Armor of Ethaea, the wearer instead gains regeneration 5 (nullified by lead weapons). If the wearer has the complete Armor of Ethaea, he gains damage reduction 5/-. Shield of Ethaea The wielder of this shield gains a +6 shield bonus. If the wielder of this shield has a weapon in his other hand, he counts as using that weapon in both hands (if it is a light weapon, treat it as a one-handed one). For each dditional piece of the Armor of Ethaea the wileder is wearing, the shield bonus increases by +1. If the wielder has at least 3 pieces of the Armor of Ethaea, he gains a bonus on all saves equal to the number of pieces he is wearing. If the wielder has at least 6 pieces of the Armor of Ethaea, he is immune to spells of 3rd level or lower. If the wielder has the entire Armor of Ethaea, he acts as if under the effects of the spell Spell Turning. Cannon of Ethaea The Cannon of Ethaea is an exotic light melee weapon. It can shoot a flexible spike out to strike an opponent. This acts as a both a reach weapon and a non-reach weapon (as a spiked chain) and can be used to trip or disarm with no threat of counter tripping. The cannon does 2d8 damage piercing damage and does 4x damage on a critical hit. Additionally, it can spew molten metal on an opponent once per day. When used in this manner, make a ranged touch attack with a range increment of 40ft and does 6d8 damage, dealing 2x damage on a critical. An opponent hit by this attack drops to the ground prone and is fixed to the spot until freed by a DC 40 grapple or escape artist check. For each additional piece of the Armor of Ethaea the wielder has, he can use the molten metal attack an additional time per day. If the wielder has at least 3 pieces of the Armor of Ethaea, he recharges a use of this attack once every 10 minutes. If the wielder has at least 6 pieces of the Armor of Ethaea, he recharges a use of this attack once every 5 rounds. If the wielder has the complete Armor of Ethaea, he can attack all opponents in a 40' cone by expending two charges of the molten metal attack. ------------------------- H337
Awakening the DragonTransmutationSpellcraft DC: 66 Components: V, S Casting Time: 10 minute Range: 300 ft. Target: One creature Duration: Permanent Saving Throw: Fortitude negates(Harmless) Spell Resistance: Yes (Harmless) To Develop: 594000gp, 12 days ; Seed: Transform (DC 21), Size range: Fine to Colossal (Assuming the caster who developed was medium we have to add +6 for fine, large, huge, gargantuan, and colossal, so +30), Ad Hoc -5 (Can't affect objects), Casting Time 10 minutes (- 20) Acquire all Supernatural and extraordinary abilities while maintaining own (Ad hoc +50), Can only change into dragons (Ad hoc -10), Only dragons same age as caster (Ad hoc -20) Change HP to match new con score (ad hoc +20) At the end of the incantation, which descripts the habits, abilities, characteristics and mannerisms of the form of dragon he wishes to become or bestow upon another creature, the caster points to the recipient of the spell and shouts "Thou now shall become like this!", and the subject transforms into the type of dragon. The subject’s equipment, if any, remains untransformed or melds into the new form’s body, at the caster’s option. The transformed creature or object acquires the physical and natural abilities, as well as the supernatural and extraordinary abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores, the transformed creature also mantains it's supernatural and extraordinary abilities(Except those who relies explicitly on limbs possessed only by the transformed creature, such as a Illithids abilities to suck brains with it's tentacles). Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth), and possibly hardness. The creature type and subtype changes to Dragon, and you are considered a True Dragon for purposes of feats and abilities (Such as Loredrake). Also, no one can tell that this transformation has ocurred(Except by divination), not even a dragon the species of the transformed. This transformation cannot be dispelled by the caster, or by anyone. It's permanent in all forms, and the creature does not exhibit an aura of transformation. It is forever changed. ------------------------- ------------------------- ------------------------- ------------------------- ------------------------- ------------------------- ------------------------- ------------------------- -------------------------
Dernière édition par Xzoltar le Jeu 18 Fév - 15:04, édité 2 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Mer 17 Fév - 17:46 | |
| Arch-Chameleon( 1 ) Improvisation, , Magie (4/4/4/4/4/3/2/0), Prouesses (5/3), PP (126, 8/Day) ( 2 ) Swapping Feat, Magie (4/4/4/4/4/3/3/1), Prouesses (5/3), PP (148, 9/Day) ( 3 ) Greater Mimic Class Feature 4/day, Magie (4/4/4/4/4/4/3/2), Prouesses (6/3), PP (172, 9/Day) ( 4 ) Greater Aptitude Focus 4/Day, Magie (4/4/4/4/4/4/4/3), Prouesses (6/3), PP (198, 10/Day) ( 5 ) Surge of Inspiration, Ability Boon (+8), XXX, Magie (4/4/4/4/4/4/4/3), Prouesses (6/4), PP (226, 10/Day) - Mimic Class Feature : Can Mimic a Class Feature with Improvisation points - Arcane Dilletante : Next spell cast cost no spell slots - Increase Incarnum : for 1 Pts gain +INT to Essentia Pool for 1 rd - Psychic Improvisation : Get PrC lvl + Int Power Points for 1 rd - Aptitude Focus : Reduce Time by 2 minute per Pts - Surge of Inspiration (Ex): You may take any number of full-round actions to create a temporary magic item. For each round you spend in this manner, you gain 5,000 crafting points time your Arch-Chameleon level that you may devote towards crafting any single item, spending crafting points on a 1-to-1 ratio with the base gold piece cost of the item (For example: crafting a 10,000 gp item would take 2 rounds and 10,000 crafting points, and crafting a 45,000 gp item would take 9 rounds and 45,000 crafting points). You may create both mundane and magical items in this fashion, but you may not create any item with a caster level higher than your effective caster level, nor an item of larger than Large size (so a Medium creature could construct a temporary Golem, but not a suspension bridge). If the item requires spells as part of the creation process, you must make Use Magic Device checks as usual, gaining one attempt per round spent in construction. You are not required to expend any raw materials or XP in the creation of these items. Items created in this fashion last for 10 minute per caster level or 1 encounter before it ceases to function completely. When an item ceases to function, any effect with a continuing duration explicitedly generated by that item also ceases to function (so a Wall of Fire would stop, but a bonfire caused by the Wall of Fire would continue). There are a few additional rules to this ability: items duplicating spells requiring an XP cost must have the XP cost paid in full for each use of the spell in question, and items requiring such a spell (such as a Tome of Clear Thought) must have the XP cost paid at the time of creation. Spells with expensive material components cannot be duplicated unless the component in question is on hand, and, if the spell demands, one such component is consumed for each use of the spell in question. For example: a Ring of Three Wishes will cost the Madspark Eccentric 5,000XP for each wish he makes, while a Tome of Clear Thought will require him to spend 25,000XP--5,000XP per wish used to create the Tome. New Mimic Class Feature- Bolstering Voice (Marshal) - Touch of Vitality (Dragon Shaman) New Aptitude Focus- Dragon Shaman : +x Diplomacy, +x Knowledge (Arcana), +x Fort Save, +x Will Save, Energy Immunity > ( 1 ) Aura +2 (Minor 4), Breath (4d8), Draconic Wings > ( 2 ) Aura +3 (Minor 5), Breath (5d8), Draconic Adaptation > ( 3 ) Aura +3 (Minor 6), Breath (6d8), Firghtful Presence > ( 4 ) Aura +3 (Minor 7), Breath (7d8), Greater Draconic Adaptation > ( 5 ) Aura +4 (Minor 8), Breath (8d8), Blindsense Source : http://www.giantitp.com/forums/showthread.php?t=122811- Lexeme : +x True Speak, +x Decipher Script, +x Perform (Oratory), +x Will Save, Glossary > ( 1 ) Utterance (5), Incantation (4), Recitation (1), xxx > ( 2 ) Utterance (6), Incantation (4), Recitation (2), xxx > ( 3 ) Utterance (7), Incantation (5), Recitation (2), xxx > ( 4 ) Utterance (8), Incantation (5), Recitation (2), xxx > ( 5 ) Utterance (9), Incantation (6), Recitation (3), xxx Source : http://www.giantitp.com/forums/showthread.php?t=90961- Soulknife : xxx > ( 1 ) Mind Blade (+0/+0), Blade Shaping, Throw Mind Blade > ( 2 ) Mind Blade (+1/+1), Blade Essence, Free Draw > ( 3 ) Mind Blade (+2/+2), Greater Blade Shaping, Fast Enchanting > ( 4 ) Mind Blade (+3/+3), Greater Blade Essence, Bladewind > ( 5 ) Mind Blade (+4/+4), Perfect Blade Shaping, Combat Enchanting Source : http://www.giantitp.com/forums/showthread.php?t=112172- Warlockl : xxx > ( 1 ) > ( 2 ) > ( 3 ) > ( 4 ) > ( 5 ) Source : xxx - Ninja-Monk : xxx > ( 1 ) > ( 2 ) > ( 3 ) > ( 4 ) > ( 5 ) Source : xxx - Scoutl : xxx > ( 1 ) > ( 2 ) > ( 3 ) > ( 4 ) > ( 5 ) Source : xxx | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Jeu 18 Fév - 15:22 | |
| Soul XXX Source : Illithid Savant / Epic Illithid SavantSource : Pun PunSource : Doppleganger / Doppleganger Paragon / Greater Doppleganger Source : Soul Eater UpdateSource : xxx Dés de Vie : d8 BaB : +0.83 Saves : All Good Skills : 8 Pts with All Skills Know Weapon : All Simple and Martial Armor : All Armor and Shields 01 ) Soul Knack, Able Learner, Inspiration, Battle Cuning 02 ) Mimic Feat I 03 ) Battle Cuning, Brain over Brawn 04 ) Mimic Class Feature I 05 ) Improvisation 1/Day, Battle Cuning 06 ) Mimic Feat II 07 ) Battle Cuning 08 ) Mimic Class Feature II 09 ) Battle Cuning 10 ) Mimic Feat III, Improvisation 3/day 11 ) Improved Battle Cuning 12 ) Mimic Special Power I 13 ) Improved Battle Cuning 14 ) Mimic Feat IV 15 ) Improvisation 5/day, Improved Battle Cuning 16 ) Mimic Class Feature III 17 ) Improved Battle Cuning 18 ) Mimic Feat V 19 ) Improved Battle Cuning 20 ) Improvisation At Will, Mimic Special Power II Soul Knack (Ex) The Soul XXX gain virtual skill points in any skills he dont have any rank equal to 1.5 + 0.5 per Class Level. If he already have rank in a skill he gain a bonus of +1 per 4 Class Level. Inspiration (Ex) Soul XXX gains an Inspiration pool which functions exactly as a Factotum's Inspiration pool. If the character already has an inspiration pool, add the two pools together to find effective Inspiration. Spending inspiration is a free action, unless a class feature says otherwise.You have a inspiration pool of 2 + 1 more per 2 class level (starting with 3 pts at level 3 and 10 at level 19) Brain over Brawns (Ex) You gain your intelligence bonus as a modifier on strength checks, Dexterity checks, and checks involvings skills based on Strength or Dexterity, such as Hide, Climb, Jump and Initiative. Battle Cunning: Everytime you gain this ability you may chooses one of the following abilities. You may not use the same Battle Cunning ability more than once in the same turn, except for Cunning Insight. - Cunning Insight (1 IP) : You may use your Int bonus in place of your normal stat for one attack's attack and damage rolls. - Cunning Defense (1 IP) : You gain a +1 Dodge bonus to AC per four class levels (round up) against one opponent as an immediate action, or a free action on your turn. This benefit lasts until the end of your next turn. - Cunning Strike (1 IP) : You gain the sneak attack or skirmish ability for one round. Your damage is based on your effective class level in rogue or ranger, which is half your factotum level. (For example, at 6th level, you could gain 2 sneak attack dice or 1 die of skirmish and +1 skirmish AC, based on your three effective levels in either class.) - Cunning Resistance (1 IP) : You may use your Int in place of your normal stat for all saving throws for 1 round. - Cunning Surge (2-3 IP) : You may spend 2 IP to gain one swift or move action on your turn, or 3 IP to gain one standard action. - Skill Epiphany (1 IP) : Once per day per skill, as a free action you may spend 1 IP and add half your factotum level as a competence bonus to a given skill check. Improved Battle Cunning: You gain may now choose one of these abilities. - Cunning Breach: You can reduce a target's damage reduction, energy resistance, or spell resistance by an amount equal to your Int bonus as a free action, and you may do so after you've confirmed the hit. Only your next action benefits. If using a ranged weapon, you must be within the first range increment; otherwise you must be within 60' of the target and possessing line of effect. (1 IP) - Cunning Negation (requires Cunning Breach): As Cunning Breach, except you negate the above defenses possessed by the target. (2 IP) - Cunning Dodge: If a blow would drop you below 0hp, you may spend 2 IP to reduce it to half damage, or 4 IP to negate it entirely. You may wait until after damage is rolled to decide to use this ability. - Cunning Brilliance (requires any one ICB selection): You may apply half your class level as virtual levels to qualify for one (Ex) ability from any one base class. For example, if you are 16th level, you can opt to obtain Improved Uncanny Dodge from your virtual 8 levels in rogue. This ability lasts until the start of your next turn. You may use this ability once per point of Int bonus. (1 IP) - Cunning Prestige (requires Cunning Brilliance): As Cunning Brilliance, except you may count 3/4 your class level as virtual levels for one base class, or 1/4 your class level (round up) as virtual levels for one prestige class. You are still limited to extraordinary abilities. For example, you could obtain one of the Paragnostic Apostle's Knowledge is Power ability selections because the general ability is (Ex), but you could only choose one (as each level grants another ability that offers another selection). Obtaining a prestige ability is a free action, but due to the intense concentration required the ability is not granted until the following round (generally you may declare activating this ability, and uses the downtime between turns to find a good choice). - Superior Defense (1 IP) : You no longer have to spend an IP to gain the dodge bonus against a chosen enemy (just as with the Dodge feat, you may select one foe as a free action once per round). You may instead spend 1 IP to gain the bonus against all opponents for 1 round. - Skill Perfection (1 IP) : As skill epiphany, except the skill roll is treated as though you had taken 20, except no additional time is required. You can't combine this ability with any other ability that increases skill check results, unless it is continuous and requires no action (such as Skill Focus feats and certain magic items). - Hypercognition (All IP): You may spend All your IP and attempt to solve any problem by thinking about it, as the psionic power of the same name. After using this ability, you are fatigued and cannot refill your pool of inspiration until you rest. Abilities that remove normal fatigue do not help with this mental exhaustion. DOPPELGANGER +2 Con, +2 Wis, Immunity (Sleep, Charm), +1 Natural Armor, Detect Thoughts +2 Dex, +2 Cha, Change Shape 1/Day, +2 Natural Armor +2 Str, +2 Int, Change Shape 3/day, +3 Natural Armor, Acquire Feat II, Acquire Class Feature I +2 Wis, +2 Dex, +4 Natural Armor, Change Shape (Unlimited), Acquire Class Feature II Immunity (Hold, Mind-Affecting, Detect Alignment), Assume Identity, Glamer, Acquire Feat III, Acquire Special Ability II +2 Wis, +2 Int, Mind Wipe, Polymorph Rend, Acquire Class Feature III +2 Int, +2 Dex, Consume Identity, Acquire Feat IV, Acquire Special Ability I Change Shape (Su) Doppelganger becomes able to assume the shape of any Small or Medium humanoid as a standard action. In humanoid form, a doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. Detect Thoughts (Su) A greater doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 15). It can suppress or resume this ability as a free action. Polymorph Rend (Sp) Greater doppelgangers are masters of form. As a spell-like ability, a greater doppelganger can make a touch attack against a being that is presently enchanted by a polymorph self spell, a shapechange spell, or a polymorph other spell cast by someone other than the greater doppelganger itself. This touch attack inflicts 6d6 points of damage on the polymorphed creature. The victim must then do a Fortitude save (DC 10 + 1/2 Doppelganger level + x) or revert to his normal form. Consume Identity (Su) A greater doppelganger who eats the brain of a Medium-size or smaller humanoid victim absorbs the mind, memories, and personality of that victim. After consuming a victim’s identity, the greater doppelganger can assume the victim’s form with 100% accuracy and possess the victim’s memories, abilities, and alignment. The only exceptions are cleric spells of 2nd level or greater, a paladin’s special abilities, and other powers that are granted by the deities. When a greater doppelganger that has already consumed three or more personalities consumes another, it must make a Will save (DC 16) to avoid losing a random personality from those it consumed earlier. In any case, the greater doppelganger cannot have more consumed identities than it has Hit Dice, losing a random identity from its earlier pool if it tries to exceed that limit. If a greater doppelganger “wearing” one of its consumed identities commits an act that runs counter to that form’s alignment, it is immediately forced into its base form for 1d10 rounds. In its base form, a greater doppelganger retains the basic memories of all the identities it has consumed, though not deeper memories. Memories from previously consumed identities that have been forced out by new identities fade quickly. Skills: A greater doppelganger receives a +4 racial bonus on Bluff and Disguise checks. When using alter self, a greater doppelganger receives a +10 bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 competence bonus on Bluff and Disguise checks. A greater doppelganger using alter self to assume an identity that it has consumed using its consume identity ability does not have to make Disguise checks; its control of the consumed personality is complete. Assume Identity (Su) An ethereal doppelganger can absorb another creature’s mind, memories, and personality.This process requires 1 hour of unbroken physical contact per level or Hit Die of the subject. The target may attempt a Will save (DC 22); if that is successful, the process is negated and the ethereal doppelganger must begin again. A willing creature can choose to waive the saving throw. After consuming the target creature’s identity, the ethereal doppelganger can assume its form with 100% accuracy. The doppelganger possesses the other creature’s memories, plus its alignment and all of its abilities, except for cleric spells of 2nd level or higher, a paladin’s special abilities, and other powers granted by deities. (This does not deprive the subject of those memories or abilities; it only duplicates them in the ethereal doppelganger.) The doppelganger retains its own damage resistance, darkvision, fast healing, and spell resistance in its new form. If an ethereal doppelganger commits an act that runs counter to its new identity’s alignment, it is immediately forced back into its natural form for 1d10 rounds. It still retains the basic memories of the assumed identity, though not the deeper memories. If the subject dies before the contract is complete, the ethereal doppelganger immediately reverts to its natural form and loses all of that subject’s memories and abilities. Mind Wipe (Su) With any successful melee touch attack, an ethereal doppelganger can wipe all memory of its existence from an opponent’s mind (no saving throw). Glamer (Su) A Doppelganger can alter the texture and appearance of objects on its person as a free action. A doppelganger cannot change the object's basic material (cloth remains cloth, metal remains metal, etc.) but a doppelganger could turn threadbare rags into clothes of any fashions or turn a bit of wire into a necklace. Objects automatically revert to their true form if separeted from the doppelganger by at least 5 ft. DESIGNER'S NOTES¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Lore : replace by Soul Knack that is in fact Bardic Knack variant class feature from Player's Handbook II - Acquire Skills : replace by a bonus of +1 per 4 class level. That make it easier to track skills and also help with the Soul Knack ability.
Dernière édition par Xzoltar le Ven 19 Fév - 19:32, édité 10 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Jeu 18 Fév - 19:06 | |
| Vile Nexus (Su): As the vessal to host the Vile Nexus, Kalika is treated as having the following: Spellfire wielder, Epic Spellfire wielder feat. (Renamed to Vile Nexus), as well as the haste, spellfire reserve and the spellfire burst ability of a spellfire hierophant (all renamed into vile nexus where applicable). However, as a precautionary measure as well as a means of instilling a controlled environment to observe and study the Nexus, Mephistopheles has infused wards which forces Kalika’s Constitution score to be treated as half as a base calculation on number of vile nexus levels she may store within her. As such, her total storage is 24 and her reserve maximum is 34. - Beeing of Pure Thought : http://dicefreaks.superforums.org/viewtopic.php?f=29&t=680- Aerlyn : http://dicefreaks.superforums.org/viewtopic.php?f=29&t=1817DISCIPLINE - Solaris Arcanum : http://www.giantitp.com/forums/showthread.php?p=7227911#post7227911- Untamed Essence : http://www.giantitp.com/forums/showthread.php?t=112720- Holy Word : http://www.giantitp.com/forums/showthread.php?t=71422- Crescent Moon : http://www.enworld.org/forum/d-d-3rd-edition-house-rules/187901-tob-bo9s-niffts-compendium.html- Silver Crane : http://www.giantitp.com/forums/showthread.php?t=137386---------------------------------------------- - Return Home (Su) - Take 'Em Alive (Ex): There is always a way to incapacitate a being without doing permanent or irreprable harm to it; a Lord-Warden recieves no penalties for dealing nonlethal damage with a weapon, and may always deal nonlethal damage, even to beings who would otherwise be immune to it. Fast healing, regeneration, and natural healing do not affect nonlethal damage dealt by a Lord-Warden of the Silent Cage, though magical healing will still recover it just fine. - Maze (Su) As a free action, Once per round, Xzoltar can banish a creature into a small demiplane of his creation (this effect can be resisted with a DC 10+1/2 HD+Cha Will save). Appearing much like the streets of his city, but endless and twisted in upon themselves, no two beings are ever sent to the same maze. These mazes are virtually impossible to escape from - it is believed that each has an exit, but such knowledge does little but infuriate those helplessly trapped within. (Once per week, a victim may make a DC 10+1/2 HD+Cha Intelligence check to find an exit. They gain a +1 competence bonus to this check for each year spent in the maze). | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Illumian Dragon Mar 30 Mar - 13:44 | |
| Illumian DragonTrue Neutral (Dragon) Immune : Silence, Sleep, Paralysis , Detect Alignment , Mind Affecting Bonus Feat : Dark Speech, Words of Creation, No Side Effects Bonus de Compétence : +2 en Perception , +10 Déguisement , +2 Deception (bonus double au niveau 10) Spells : A Illumian Dragon knows and casts arcane spells as a bard of the same level as he have hit dice. He also gain Bardic Music abilities. After 20 HD he start using the Sublime Chord spellcasting progression and music abilities. Variant : gain all the power of a Dragofire Adept of the same level. voir le livre du Dragonfire AdeptSpell-Like Abilities : A Illumian Dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Is caster level equal is hit dice for these abilities. The save DC is 10 + Illumian Dragon’s Cha modifier + Spell Level. All spell-like abilities are usable once per day unless otherwise noted. 3/day— Power Word Sleep (Juvenile or Older); 1/Day— Power Word Blind (Old or older), Power Word Stun (Ancient or Older), Power Word Kill (Great Wyrm). Glyph Mastery (Ex) The Illumian Dragon can automatically bypass with no effect any magical Glyphs, Runes, Symbols, Seals or Writings. It never suffers from the negative effects of magical writings unless it choose to, even if the effect was activated by someone else and the Illumian dragon is in the area of effect. Antimagic Presence (Ex) A young adult or older dragon emanate a aura of antimagic jsut as the Antimagic Field spell. Creatures within a radius of 30 feet × the dragon’s age category are subject to the effect. Illumian Dragons ignore the Antimagic Presence of other Illumian Dragons. NEW FEAT : Antimagic Presence can be shut down, then the Illumian Dragon gain a Spell Resistance of 15 + HD instead. This allow him to team up with other spellcaster or enter in some place without destroying everything. This also let him use is Antimagic Aura and make 1 person per Charisma Bonus immune to his own aura. Breath Weapon (Su) Using a breath weapon is a standard action. Once a Illumian Dragon breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the Table using the cone column. Creatures caught in the area can attempt Reflex saves to take half damage; the DC is 10 + Half the Dragon Hit Dice + is Charisma Bonus. The Breath Drain 2 Spell level or 4 Power Points (if the Magic-Psionic Transparency rule apply in your world) per Age Category. Natural Armor : Armure Naturelle de 1 + 1 par 2 DV à partir du 3ème (avec augmentation en fonction de la taille) Runes : 1 rune +1 rune par 3 Catégorie d'Âge Catégorie d'Âge : 1 Catégorie d'âge par 3 DV (1, 4, 7, ..., 33) Réduction des Dégâts : 5 / Non-magique & Neutre (+5 par changement de taille) Changement de Taille : Tous les 3 catégorie d'âge (3, 6, 9, 12) ont augmente la taille selon ce TableauCaractéristiques : +6 For, +6 Dex, +6 Con, +4 Int, +4 Sag, +4 Cha , ensuite +2 Physical stats chaque 2 catégorie d'âge impair et +2 Mental stats, chaque 2 catégorie d'âge Pair. Aussi appliquer les modificateurs dus a la taille. Langue en Bonus : Illumian Runes Lumineuses (Su) Un Illumian Dragon peut en une action Libre faire apparaître des runes illumians qui donne l'éclairage équivalent à un sort de Lumière du Jour. En ce concentrant (action simple), il peut les faire disparaître et tout de même conservé leur pouvoir sauf l'éclat de lumière. Les runes n'ont aucunes substances et les touchés donne l'effet d'un hologramme. Runes de Puissances (Su) Un Illumian Dragon possède 1 rune (+1 rune par 4 DV) qui flottent autour de lui parmi ces runes lumineuses standards. Un jet de Perception (DC 10) permet de différencier les Runes de puissances des runes lumineuses normales et un jet de Connaissance [Mystères] (DC 15) permet d'identifier la rune et de savoir approximativement ces pouvoirs. En combinant plusieurs runes de puissances, il est possible de former des mots de puissances d'une force supérieure. - Man (Magic/Arcane) +1 CL / Rune , XXX - Cha (Divin) xxx , XXX - Chi (Mental) +1 ML / Rune , XXX - XXX (Combat) +! IL / Rune , XXX - XXX (Sauvage ou Furtif) xxx , XXX - Tru (Truenaming) +1 TNL / Rune , Ignore 2 DC increase from the Law per Rune - Sou (Incarnum) +1 Meldshaper Level / Rune , +1 Essentia / Rune Mots de Puissances (Su) Un Illumian Dragon peut utiliser ces Runes de Puissances pour former divers mots et ainsi gagnés des pouvoirs supplémentaires. - Chaman (Magic/Divine) XXX - Manchi (Magic/Psionic) XXX - Truman (Magic/Truenaming) XXX - XXX (Magic/Combat) XXX - Mansou (Magic/Incarnum) XXXXXXXXXXXXXXXXXX - XXX (Magic/???) XXX - Chicha (Divine/Mental) XXX - Chaxxx (Divine/Combat) XXX - Chaxxx (Divine/???) XXX - Trucha (Divine/Truenaming) XXX - Soucha (Divine/Incarnum) XXXXXXXXXXXXXXXXXX - Chixxx (Mental/Combat) XXX - Chixxx (Mental/???) XXX - Truchi (Mental/Truenaming) XXX - Souchi (Mental/Incarnum) XXXXXXXXXXXXXXXX - xxxxxx (Combat/???) XXX - xxxxxx (Combat/Truenaming) XXX - xxxxxx (Combat/Incarnum) XXXXXXXXXXXXXXXXXXXX - xxxxxx (XXX/Truenaming) XXX - xxxxxx (XXX/Incarnum) XXXXXXXXXXXXXXXXXXX - Soutru (Truenaming/Incarnum) XXXXXXXXXXXXXX Dernières Paroles (Ex) Lorsqu'un Illumian Dragon meurt, son corps relâche le langage Illumian qu'il contient en un flot de paroles parfois incompréhensible, parfois prophétique. Même si le corps n'existe plus et qu'il a été désintégré, l'Effet demeure. Tous ceux qui l'entendent pendant la période de 1 round par niveau et qui était hostile au moment de la mort du Illumian doivent effectuer un JdS de Volonté (DC 10 + 1/2 DV + Cha) ou être sous l'effet du sort suivant : 1-9 DV (Lesser Bestow Curse), 10-19 DV (Bestow Curse) ou 20+ DV (Greater Bestow Curse). De plus au terme du 1 round par dés de vie de l'Illumian, à l'endroit de sa mort une explosion a lieu causant 1d6 de dégâts d'Énergie Brute par 2 Dés de vie de l'Illumian sur une Zone de 5ft par dés de vie. ILLUMIAN CHAMELEON01) Aptitude Focus 1/Day (+2) , Mimic Class Feature 1/Category , Able Learner , Soul Knack 02) Swapping Feat , Integrated Aptitude Focus 03) Ability Boon +2 , Integrated Class Feature 04) Aptitude Focus 2/Day (+2) , Rapid Refocus 05) Double Aptitude , Focused Bous Feat 06) Aptitude Focus 3/Day (+4) , Ability Boon +4 07) Extra Swapping Feat , Aptitude Focus (No Penalty) 08) Aptitude Focus 4/Day (+4) , Lightning Refocus 09) Ability Boon +6 , Focused Bous Feat 10) Aptitude Focus 5/Day (+6) , Triple Aptitude 11) Mimic Greater Class Feature , Mimic Class Feature Per/Encounter 12) Aptitude Focus Unlimited/Day (+6) , Ability Boon +8 - Rapid Refocus (Ex): You can now adopt an Aptitude Focus at greater speed than before. After reaching 10th level, you can change your Aptitude Focus in 15 minutes. You can also prepare your arcane and divine spells at the same time now, and do not need to be in the Aptitude Focus of either spellcasting class to prepare their spells, only to cast them. Change Shape (Su) Doppelganger becomes able to assume the shape of any Small or Medium humanoid as a standard action. In humanoid form, a doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. Detect Thoughts (Su) A greater doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 15). It can suppress or resume this ability as a free action. Consume Identity (Su) A greater doppelganger who eats the brain of a Medium-size or smaller humanoid victim absorbs the mind, memories, and personality of that victim. After consuming a victim’s identity, the greater doppelganger can assume the victim’s form with 100% accuracy and possess the victim’s memories, abilities, and alignment. The only exceptions are cleric spells of 2nd level or greater, a paladin’s special abilities, and other powers that are granted by the deities. When a greater doppelganger that has already consumed three or more personalities consumes another, it must make a Will save (DC 16) to avoid losing a random personality from those it consumed earlier. In any case, the greater doppelganger cannot have more consumed identities than it has Hit Dice, losing a random identity from its earlier pool if it tries to exceed that limit. If a greater doppelganger “wearing” one of its consumed identities commits an act that runs counter to that form’s alignment, it is immediately forced into its base form for 1d10 rounds. In its base form, a greater doppelganger retains the basic memories of all the identities it has consumed, though not deeper memories. Memories from previously consumed identities that have been forced out by new identities fade quickly. Assume Identity (Su) An ethereal doppelganger can absorb another creature’s mind, memories, and personality.This process requires 1 hour of unbroken physical contact per level or Hit Die of the subject. The target may attempt a Will save (DC 22); if that is successful, the process is negated and the ethereal doppelganger must begin again. A willing creature can choose to waive the saving throw. After consuming the target creature’s identity, the ethereal doppelganger can assume its form with 100% accuracy. The doppelganger possesses the other creature’s memories, plus its alignment and all of its abilities, except for cleric spells of 2nd level or higher, a paladin’s special abilities, and other powers granted by deities. (This does not deprive the subject of those memories or abilities; it only duplicates them in the ethereal doppelganger.) The doppelganger retains its own damage resistance, darkvision, fast healing, and spell resistance in its new form. If an ethereal doppelganger commits an act that runs counter to its new identity’s alignment, it is immediately forced back into its natural form for 1d10 rounds. It still retains the basic memories of the assumed identity, though not the deeper memories. If the subject dies before the contract is complete, the ethereal doppelganger immediately reverts to its natural form and loses all of that subject’s memories and abilities. Mind Wipe (Su) With any successful melee touch attack, an ethereal doppelganger can wipe all memory of its existence from an opponent’s mind (no saving throw). Glamer (Su) A Doppelganger can alter the texture and appearance of objects on its person as a free action. A doppelganger cannot change the object's basic material (cloth remains cloth, metal remains metal, etc.) but a doppelganger could turn threadbare rags into clothes of any fashions or turn a bit of wire into a necklace. Objects automatically revert to their true form if separeted from the doppelganger by at least 5 ft. Soul Knack (Ex) The Soul XXX gain virtual skill points in any skills he dont have any rank equal to 1.5 + 0.5 per Class Level. If he already have rank in a skill he gain a bonus of +1 per 4 Class Level. Inspiration (Ex) Soul XXX gains an Inspiration pool which functions exactly as a Factotum's Inspiration pool. If the character already has an inspiration pool, add the two pools together to find effective Inspiration. Spending inspiration is a free action, unless a class feature says otherwise.You have a inspiration pool of 2 + 1 more per 2 class level (starting with 3 pts at level 3 and 10 at level 19) Brain over Brawns (Ex) You gain your intelligence bonus as a modifier on strength checks, Dexterity checks, and checks involvings skills based on Strength or Dexterity, such as Hide, Climb, Jump and Initiative. Battle Cunning: Everytime you gain this ability you may chooses one of the following abilities. You may not use the same Battle Cunning ability more than once in the same turn, except for Cunning Insight. - Cunning Insight (1 IP) : You may use your Int bonus in place of your normal stat for one attack's attack and damage rolls. - Cunning Defense (1 IP) : You gain a +1 Dodge bonus to AC per four class levels (round up) against one opponent as an immediate action, or a free action on your turn. This benefit lasts until the end of your next turn. - Cunning Strike (1 IP) : You gain the sneak attack or skirmish ability for one round. Your damage is based on your effective class level in rogue or ranger, which is half your factotum level. (For example, at 6th level, you could gain 2 sneak attack dice or 1 die of skirmish and +1 skirmish AC, based on your three effective levels in either class.) - Cunning Resistance (1 IP) : You may use your Int in place of your normal stat for all saving throws for 1 round. - Cunning Surge (2-3 IP) : You may spend 2 IP to gain one swift or move action on your turn, or 3 IP to gain one standard action. - Skill Epiphany (1 IP) : Once per day per skill, as a free action you may spend 1 IP and add half your factotum level as a competence bonus to a given skill check. - Surge of Inspiration (1 IP) : See Surge of Inspiration below , 10 000 Gp and last 1 minutes per caster level. Improved Battle Cunning: You gain may now choose one of these abilities. - Cunning Breach: You can reduce a target's damage reduction, energy resistance, or spell resistance by an amount equal to your Int bonus as a free action, and you may do so after you've confirmed the hit. Only your next action benefits. If using a ranged weapon, you must be within the first range increment; otherwise you must be within 60' of the target and possessing line of effect. (1 IP) - Cunning Negation (requires Cunning Breach): As Cunning Breach, except you negate the above defenses possessed by the target. (2 IP) - Cunning Dodge: If a blow would drop you below 0hp, you may spend 2 IP to reduce it to half damage, or 4 IP to negate it entirely. You may wait until after damage is rolled to decide to use this ability. - Cunning Brilliance (requires any one ICB selection): You may apply half your class level as virtual levels to qualify for one (Ex) ability from any one base class. For example, if you are 16th level, you can opt to obtain Improved Uncanny Dodge from your virtual 8 levels in rogue. This ability lasts until the start of your next turn. You may use this ability once per point of Int bonus. (1 IP) - Cunning Prestige (requires Cunning Brilliance): As Cunning Brilliance, except you may count 3/4 your class level as virtual levels for one base class, or 1/4 your class level (round up) as virtual levels for one prestige class. You are still limited to extraordinary abilities. For example, you could obtain one of the Paragnostic Apostle's Knowledge is Power ability selections because the general ability is (Ex), but you could only choose one (as each level grants another ability that offers another selection). Obtaining a prestige ability is a free action, but due to the intense concentration required the ability is not granted until the following round (generally you may declare activating this ability, and uses the downtime between turns to find a good choice). - Superior Defense (1 IP) : You no longer have to spend an IP to gain the dodge bonus against a chosen enemy (just as with the Dodge feat, you may select one foe as a free action once per round). You may instead spend 1 IP to gain the bonus against all opponents for 1 round. - Skill Perfection (1 IP) : As skill epiphany, except the skill roll is treated as though you had taken 20, except no additional time is required. You can't combine this ability with any other ability that increases skill check results, unless it is continuous and requires no action (such as Skill Focus feats and certain magic items). - Hypercognition(All IP): You may spend All your IP and attempt to solve any problem by thinking about it, as the psionic power of the same name. After using this ability, you are fatigued and cannot refill your pool of inspiration until you rest. Abilities that remove normal fatigue do not help with this mental exhaustion. - Surge of Inspiration (x IP) : See Surge of Inspiration below , 25 000 Gp and last 10 minutes per caster level. - Surge of Inspiration (Ex): You may take any number of full-round actions to create a temporary magic item. For each inspiration pts you spend in this manner, you gain 5,000 crafting points (maximum xx Gp) time your Arch-Chameleon level that you may devote towards crafting any single item, spending crafting points on a 1-to-1 ratio with the base gold piece cost of the item (For example: crafting a 10,000 gp item would take 2 rounds and 10,000 crafting points, and crafting a 45,000 gp item would take 9 rounds and 45,000 crafting points). You may create both mundane and magical items in this fashion, but you may not create any item with a caster level higher than your effective caster level, nor an item of larger than Large size (so a Medium creature could construct a temporary Golem, but not a suspension bridge). If the item requires spells as part of the creation process, you must make Use Magic Device checks as usual, gaining one attempt per round spent in construction. You are not required to expend any raw materials or XP in the creation of these items. Items created in this fashion last for 10 minute per caster level or 1 encounter before it ceases to function completely. When an item ceases to function, any effect with a continuing duration explicitedly generated by that item also ceases to function (so a Wall of Fire would stop, but a bonfire caused by the Wall of Fire would continue). There are a few additional rules to this ability: items duplicating spells requiring an XP cost must have the XP cost paid in full for each use of the spell in question, and items requiring such a spell (such as a Tome of Clear Thought) must have the XP cost paid at the time of creation. Spells with expensive material components cannot be duplicated unless the component in question is on hand, and, if the spell demands, one such component is consumed for each use of the spell in question. For example: a Ring of Three Wishes will cost the Madspark Eccentric 5,000XP for each wish he makes, while a Tome of Clear Thought will require him to spend 25,000XP--5,000XP per wish used to create the Tome. http://www.giantitp.com/forums/showthread.php?t=112153Truenaming : http://www.giantitp.com/forums/showthread.php?t=120488( 01 ) Lexicon (3/-/-) , Initiator (3/1) , Incarnum (E: 2, S: 3, C: 1) ( 02 ) Lexicon (4/1/-) , Initiator (3/1) , Incarnum (E: 2, S: 3, C: 1) ( 03 ) Lexicon (5/1/-) , Initiator (4/2) , Incarnum (E: 3, S: 4, C: 1) ( 04 ) Lexicon (6/2/-) , Initiator (4/2) , Incarnum (E: 4, S: 4, C: 1) ( 05 ) Lexicon (7/2/-) , Initiator (4/2) , Incarnum (E: 4, S: 4, C: 2) ( 06 ) Lexicon (8/3/-) , Initiator (4/2) , Incarnum (E: 5, S: 5, C: 2) ( 07 ) Lexicon (9/3/1) , Initiator (4/2) , Incarnum (E: 5, S: 5, C: 2) ( 08 ) Lexicon (10/4/1) , Initiator (4/2) , Incarnum (E: 6, S: 5, C: 2) ( 09 ) Lexicon (11/4/2) , Initiator (5/3) , Incarnum (E: 7, S: 6, C: 3) ( 10 ) Lexicon (12/5/3) , Initiator (5/3) , Incarnum (E: 8, S: 6, C: 3)
Dernière édition par Xzoltar le Mar 13 Avr - 22:38, édité 1 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Mer 7 Avr - 14:35 | |
| Shadow Evocation 1/Day (20%) Shadow Evocation 3/Day (40%) Shadow Evocation 5/Day (60%) Shadow Evocation At will (80%) Shadow Conjuration 1/Day (20%) Shadow Conjuration 3/Day (40%) Shadow Conjuration 5/Day (60%) Shadow Conjuration At will (80%)
NEW SOULMELD
Cloak of the Shapeshifter : - Invest : Natural weapon damage increase by one size, gain +1 Enhancement bonus to Natural weapon damage. - Chakra - xxx : - Chakra - xxx : - Chakra - xxx :
Constituent Maelstorm : Provide DR 1/- per Shield Bonus it give. - Invest : Give a 15% Concealment per Essentia invest - Chakra - xxx : - Chakra - xxx : - Chakra - xxx :
Inspiration of the Ancient : - Invest : - Chakra - xxx : - Chakra - xxx : - Chakra - xxx :
Chameleon Attitude : - Invest : - Chakra - xxx : - Chakra - xxx : - Chakra - xxx :
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.
Acquire (Ex) En touchant une créature vivante, Xzoltar peut acquérir une partie de son essence et ce métamorphose en cette dernière. La créature doit être en vie et dans sa forme naturelle. Pour acquérir la forme d'une créature hostile Xzoltar doit effectuer un Jet d'attaque de touché et maintenir le contact pour au moins 2 rounds. Après ce délai la cible a alors droit à un JdS de Volonté (DC 10 + 1/2 DV + xxx) chaque round ou être Dazed. Pendant ce délai ni l'un ni l'autre ne doit être attaqué sinon un jet de Concentration (10 + DV de la Cible + Dégâts Subits) doit être effectué ou devoir recommencer dès le début. Après 10 rounds de contact continue, Xzoltar peut en acquérir la forme. La créature doit être de type : Humanoide, Animal, Humanoide Monstrueux, Géants, Vermines, Fée, Gelée, Plante, Abération, Dragon et Bêtes Magiques. Xzoltar ne peut possèder plus de forme que son nb de Dés de vie + son bonus d'Intelligence et la créature ne peut possèdez plus de 150% des Dés de vie de Xzoltar.
Morph (Su) - Xzoltar peut en un round complet prendre la forme d'une créature qu'il a acquise et ce 5+Con fois par jour sans ce fatigué, sinon il peut encore mais devient Fatigued. Xzoltar gagne alors la Taille, mode de mouvement, attributs physiques (incluant ces propres modificateurs), habilités extraordinaires et supernaturels, armre naturelle, résistances, réduction des dommages et vulnérabilitées. Revenir à sa forme originelle est un round complet également et il doit alors attendre 3 rounds asvant de pouvoir reprendre une autre forme ou devenir Fatigued. Chaque changement de forme permet de faire réapparaître les membres perdus, la moitié de ces Pts de vie et il est guéri de toutes maladies ou poison non-magiques l'affectant. Un JdS de Vigueur (DC 10 + 1/5 des Pts de vie regagnés + 5 / membres perdus) ou devenir fatigued pour 2d10 rounds. Ce pouvoir confère un bonus de +10 aux jets de déguisement pour imiter une créature ou une personne. Tous les vêtements et accessoires porté par Xzoltar fusionne avec lui et il perd le bénifice de ceux-ci. Certaines formes peuvent toutefois permettre l'utilisation de certains objets. S'il meurt il ne retourne pas à sa véritable forme, mais conserve celle dans laquelle il a été vaincu, elle ne peut être dissipé et même un sort de Vision Véritable ne permet de déterminer sa vrai nature.
Battle Morph (Ex) - At 5th level, and again at 10th and 15th, the animorph chooses one morph she already knows to be a battle morph. She has had so much experience fighting in this form that her combat skills merge with the creature's. When in Battle Morph the animorph adds her base attack bonus and base Reflex and Fortitude saves to those of the morphed creature, and may use the ability scores of the Battle Morph or her normal form, whichever is higher. If the Battle Morph is physically able to use a weapon the animorph is proficient with, she may use the weapon with the proficiency and any related feats intact. The Animorph may select feats and skills that can be used in the Battle Morph, even if they can't be used in her normal form. These feats can also be used in other morphs if they're physically able to apply, but only if they have the prerequisites. Morphing into a Battle Morph is a standard action. The Animorph may take 10 on all control checks in Battle Morph.
Surge of Inspiration (Ex): Beginning at 1st level, when raging, you may take any number of full-round actions to create a temporary magic item. For each round you spend in this manner, you gain 5,000 crafting points that you may devote towards crafting any single item, spending crafting points on a 1-to-1 ratio with the base gold piece cost of the item (For example: crafting a 10,000 gp item would take 2 rounds and 10,000 crafting points, and crafting a 45,000 gp item would take 9 rounds and 45,000 crafting points). You may create both mundane and magical items in this fashion, but you may not create any item with a caster level higher than your effective caster level, nor an item of larger than Large size (so a Medium creature could construct a temporary Golem, but not a suspension bridge). If the item requires spells as part of the creation process, you must make Use Magic Device checks as usual, gaining one attempt per round spent in construction. You are not required to expend any raw materials or XP in the creation of these items. Items created in this fashion last for 1 minute per class level before it ceases to function completely. When an item ceases to function, any effect with a continuing duration explicitedly generated by that item also ceases to function (so a Wall of Fire would stop, but a bonfire caused by the Wall of Fire would continue).
There are a few additional rules to this ability: items duplicating spells requiring an XP cost must have the XP cost paid in full for each use of the spell in question, and items requiring such a spell (such as a Tome of Clear Thought) must have the XP cost paid at the time of creation. Spells with expensive material components cannot be duplicated unless the component in question is on hand, and, if the spell demands, one such component is consumed for each use of the spell in question. For example: a Ring of Three Wishes will cost the Madspark Eccentric 5,000XP for each wish he makes, while a Tome of Clear Thought will require him to spend 25,000XP--5,000XP per wish used to create the Tome.
At 3rd level you gain 10,000 gp worth of crafting points per round, and items created in this fashion last for 5 minutes per class level.
At 5th level you gain 20,000 gp worth of crafting points per round, and items created in this fashion lasts for 10 minutes per class level.
Azure Phantoms Under Iron Skin (Ex): Whenever you craft a magic item that occupies a slot on the body, you may craft a second set of item powers worth up to 50% of the primary item's value without expending experience points, time, or gold pieces in the process (unless the item requires spells with such requirements, in which case the spell's requirements must be paid as normal for crafting an item). This second set of powers occupies a phantom "Chakra Bind" portion of the item you produce, and remains inaccessible until you bind the item in question to the appropriate body slot. For example: Rikis Feuge, a 3rd level Soul Tinker, crafts a pair of magical gauntlets worth 32,000gp. He adds the phantom quality of Gauntlet's of Ogre Power: a +4 Enhancement bonus to Strength valued at 16,000gp. When wearing his gauntlets, he gains only the normal abilities. If, however, he binds his gauntlets to his Hand Chakra, he gains the +4 Enhancement bonus to Strength in addition to the item's normal qualities.
At 4th level, the phantom set of item powers can be of any value up to 75% of the primary item's value.
At 7th level, the phantom set of item powers can be of any value up to 100% of the primary item's value.
At 10th level, the phantom set of item powers can be of any value up to 125% of the primary item's value.
Soul of the Machine (Su): By investing a single point of Essentia into an item you wear, the item becomes an intelligent item, capable of telepathic communication with you (but not verbal communication). It's alignment matches yours, and it gains 2 lesser item powers (your choice), does not contest you for control, and has 12 Int, 12 Wis, and 12 Cha. Additionally, add +1 to the save DCs of all the item's effects that require saving throws. Any static numerical (+X to some modifier) bonus it grants increases by +1.
At 5th level, you may invest up to 2 points of Essentia in any one item you carry. The item grants you two lesser powers and one greater power (your choice), does not contest you for control, and has 15 Int, 15 Wis, and 15 Cha. Additionally, add +2 to the save DCs of all the item's effects that require saving throws. Any static numerical (+X to some modifier) bonus it grants increases by +2.
At 9th level you may invest up to 3 points of Essentia in any one item you carry. The item grants you three lesser powers and two greater powers (your choice), does not contest you for control, and has 18 Int, 18 Wis, and 18 Cha. Additionally, add +3 to the save DCs of all the item's effects that require saving throws. Any static numerical (+X to some modifier) bonus it grants increases by +3.
Once you have selected the item powers gained by a particular item, you gain those same powers each time you invest Essentia into that item. Daily uses of item powers do not refresh for 24 hours, even if you re-invest Essentia into the item before the time has expired.
Infusion of Universal Essence (Ex): Magic items you carry cannot have their powers suppressed by dispel magic effects, anti-magic fields, or any similar effect. Magic items you carry function normally in anti-magic areas.
Craft Reserve: Your arcane skill and item creation talents begin to grow with equal measure. Your artificer and sortilegic craftsman levels stack for determining your effective level of your Craft Reserve.
Item Shares Spell (Su): At 3rd level, the sortilegic craftsman learns how to attach the magical items he creates to his soul through tiny, invisible strings of essence. First, you are capable of using any infusion on any magic item you created despite the distance it is away from you, except across planes. Secondly, any spell you cast on yourself, you can choose to have effect the items you've created so long as they are being held or worn by someone else. If you concentrate, you can also have the spell effect the people wearing the items as well but you can only do so for a number of rounds per day equal to your character level, which may be distributed round per round as you please.
Retain Essence (Su): Just as the artificer class feature, gained at 4th level.
Animate Magic Item (Su): At 5th level, you learn the ability to go above and beyond the limits of artificial animation and can make magic items you create into animate constructs. This ability functions exactly like the animate objects spell with a caster level equal to your own but can only work on items you have created(magic or nonmagic). You can only animate one item at a time, but can have any number of nonmagical items animated equal to twice your sortilegic craftsman level, a number of magic items animated equal to your sortilegic craftsman level or any combination thereof. Items animated this way must be in your possession when this ability is used.
Magic Item Aura (Su): At 7th level, you gain the unique ability to create magical items that can be altered to share some of the qualities of spell auras. By expending twice the normal amount of XP for the magic item, the item can become insubstantial but still give the benefits of the item. This means that the items are no longer subject to damage from spells, such as those from a natural 1 on a Reflex save or sundering. This ability cannot be used on items that physically need to be physical to be used, such as magic weapons or armor, but when the item is not used it can become insubstantial and simply unusable. Changing a magic item from physical to insubstantial or vice versa requires a swift action. Magic items that are created this way can still be affected by infusions and the item share spells class feature.
Arcane Craft Expertise (Su): At 10th level, you gain insight into the ultimate talent of imbuing magic into magic items. If crafting a magic item by yourself, if you know the prerequisite spells or have it prepared for use and if you successfully use your Item Creation artificer class feature to mimic the prerequisite spell or spells you can enhance the power of a magic items in many different ways. The effective caster level of the item is equal to your own +2. If the item has any kind of saving throw for any of it's effects, the save DC improves by two. If the item has charges, it has an additional amount of charges added to it's total equal to half the normal amount it has. If the item added an enhancement bonus to attack rolls or armor class, that bonus increases by +1(to a maximum of +5 unless the craftsman has a caster level of 21st or more). If the item had uses per day, the uses per day increase by one. These bonuses do not increase the time, gp cost or XP the item would normally require to have crafted.
Arcane Dilettante (Sp) At first level, you gain a vague understanding as magic, especially as it relates to the construction of makeshift items. By spending 1 inspiration point, you can mimic a spell as a spell-like ability. At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your jury-rigger level. You can choose two spells at first level, and you gain additional spells shown on the table. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this class plus your factotum and/or artificer levels (if you have any). The Difficulty Class for a saving throw against your spell is 10+ the spell level + your Int modifier.
Once you have used a spell, you cannont use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on the consecutive days. You cannont prepare the same spell multiple times to use it more than once during the same day. You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal. If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell's level.
If you already have the Arcane Dilletante class feature from another class, add the spells per day from both classes together to get your total spells per day and use the higher max spell level of the two classes to determine your max spell level.
Cunning Knowledge [Ex] Jury-rigger levels and factotum levels stack for the purpose of the factotum's Cunning Knowledge class feature. If the jury-rigger has no factotum levels, he gains the Cunning Knowledge class feature and uses his jury-rigger level as factotum level.
Inspiration: Starting at level 1, the jury-rigger gains an Inspiration pool which functions exactly as a Factotum's Inspiration pool. If the character already has an inspiration pool, add the two pools together to find effective Inspiration. Spending inspiration is a free action, unless a class feature says otherwise.
Jury-Rig (Su): The jury-rigger gains the ability to make magic items on the fly at level 1. By utilizing his inspiration pool and prepared spell list, a jury-rigger can create almost any item on the fly. By spending a standard action and 1 inspiration point per 2500 gp in the base cost of item, he can create items for any situation. The jury-rigger must meet any feat requirements (such as item crafting and metamagic feats) to craft the item, and supply all necessary materials. If he has the necessary spells to craft the item prepared, he may expend them as part of that same standard action to complete the item. If he doesn't have the spell(s) required for the item prepared, he can instead use a UMD check at 20+spell level for each spell as move actions (if multiple are required they can spill into the next turn. The item is not created until all the necessary UMD checks are made.). If the UMD check fails, the jury-rig is unsuccessful and the inspiration points spent on it are wasted. Items created through the jury-rig special ability are rendered inert when the magic fades after one minute.
Spontaneous Creation (Sp): By spending inspiration points the jury-rigger can literally create any item he needs. At second level he can create material as if through Minor Creation, at fifth level he can create material as if through Major Creation, and at tenth level he can create items as if through True Creation. Spontaneous Creation (minor) costs 1 inspiration point, Spontaneous Creation (major) costs 3 inspiration point, and Spontaneous Creation (true) costs 5 inspiration point. Each power can be used three times each day.
Improvisation (Su): Improvisation allows a jury-rigger to fine tune his equipment at a moments notice to suit his needs. By spending one inspiration point per spell level, the jury-rigger may switch spells on a wand or scroll to any other spell of the same level or lower. If he doesn't have the spell required for the item prepared, he can instead use a UMD check at 20+spell level as a move action. The change lasts for one minute per jury rigger level, after which the item reverts back to its original form (minus used charges). The jury-rigger must have the requisite craft item feat for whatever item he wants to use Improvisation on. At 4th level he can use Improvisation once per day, twice at 7th level, and three times at 10th level.
Analyze (Sp): Starting at level 4, the jury-rigger can always spend 1 inspiration point to use the following spells as spell-like abilities, even if he hasn't prepared them: Detect Magic, Read Magic, and Identify.
Bonus Feats: Starting at 3rd level and every 2 levels after that, the jury-rigger gets to pick bonus feats from the following list: Any item crafting feat, any metamagic feat, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Dual Wand Wielder, Legendary Artisan, and Skill Focus.
Cunning Smithy (Su): As a standard action, the jury-rigger may change the enhancement bonus and equivalent abilities of a weapon, shield or piece of armor he is currently holding or wearing by spending inspiration points. The number of inspiration points he must spend is equal to the total equivalent bonus he wishes to change, and is limited by his Int modifier. For example, if he has a +2 elf bane cross bow, and wants a +2 Flaming cross bow, he must spend one inspiration point. If he wanted a +1 Flaming Burst cross bow, he would need to spend two inspiration points. In any case, the modified item returns to its original state after one minute or when the jury-rigger uses this ability again to change it back.
Overload (Sp) Starting at 7th level, the jury-rigger learns how to release the powerful energies locked inside magic items, causing them to fail catastrophically. By spending a full round action and 3 inspiration points, he may set an item to overload, mimicking the effects of a delayed-blast fireball centered on the item. He must be able to hold or manipulate the item with both hands for the entirety of the round for the Overload to be successful. The caster level of the delayed-blast fireball is equal to the jury-rigger's caster level, or the caster level of the overloaded item, whichever is lower, and the Difficulty Class of the saving throw is 16 + the jury rigger's Int modifier. The resulting explosion utterly destroys the overloaded item.
Dernière édition par Xzoltar le Mar 13 Avr - 23:30, édité 3 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Lun 12 Avr - 0:16 | |
| SHAPESHIFTER01 ) Acquire, Morph, Shifter Speech 02 ) Morphic Weapons (+1 size), Morphic Reach (+5ft) 03 ) Immunities (Petrification, Stunning, Critical Hits), Morph (Élémentale) 04 ) Faster Morph (Move), Rapidstrike 05 ) Battle Mastery, Morph (Construction) 06 ) Dispel Magic Affliction, Battle Morph 07 ) Morphic Body, Morph (Morts-vivante) 08 ) Flashmorph (Swift), Improved Rapidstrike 09 ) Shapechanger, Morph (Extérieur) 10 ) Selective Transformation, Infinite Variety CRAFTER01 ) Craft Reserve, Constituent Tempest (1), Reconstruction 02 ) Telekinesis 1/Day, Animate Magic Item 03 ) Constituent Tempest (2), Azure Phantoms Under Iron Skin (50%) 04 ) Telekinesis 3/Day, Tempest (x2), Soul of the Machine 05 ) Constituent Tempest (3), Constituent Shield 06 ) Telekinesis 5/Day, Azure Phantoms Under Iron Skin (100%) 07 ) Constituent Tempest (4), Magic Item Aura 08 ) Telekinesis At Will, Tempest (x3), Item Shares Spell 09 ) Constituent Tempest (5), Azure Phantoms Under Iron Skin (150%) 10 ) Infusion of Universal Essence, Arcane Craft Expertise, Faster Deconstruction (1 000 gp) Matter Rearanger (Base Class) Dés de Vie : d10 BaB: +1 Saves : Good Fortitude and Reflex Skills : 2 Pts with All Skills Know Weapon : All Simple and Martial Armor : All Armor and Shields 01 ) Acquire, Morph, Shifter Speech, Totemist (Incarnum of the same level) 02 ) Craft Reserve, Constituent Tempest (1), Reconstruction 03 ) Morphic Weapons (+1 size), Morphic Reach (+5ft) 04 ) Telekinesis 1/Day, Animate Magic Item 05 ) Immunities (Petrification, Stunning, Critical Hits), Morph (Élémentale) 06 ) Constituent Tempest (2), Azure Phantoms Under Iron Skin (75%) 07 ) Faster Morph (Move), Rapidstrike 08 ) Telekinesis 3/Day, Tempest (x2), Soul of the Machine 09 ) Battle Mastery, Morph (Construction) 10 ) Constituent Tempest (3), Constituent Shield 11 ) Dispel Magic Affliction, Battle Morph 12 ) Telekinesis 5/Day, Azure Phantoms Under Iron Skin (100%) 13 ) Morphic Body, Morph (Morts-vivante) 14 ) Constituent Tempest (4), Magic Item Aura 15 ) Flashmorph (Swift), Improved Rapidstrike 16 ) Telekinesis At Will, Tempest (x3), Item Shares Spell 17 ) Shapechanger, Morph (Extérieur) 18 ) Constituent Tempest (5), Azure Phantoms Under Iron Skin (150%) 19 ) Selective Transformation, Infinite Variety 20 ) Infusion of Universal Essence, Arcane Craft Expertise, Faster Deconstruction (1 000 gp) EPIC21 ) Craft Reserve, Epic Feat 22 ) Azure Phantoms Under Iron Skin (200%), Constituent Tempest (6) 23 ) Epic Feat 24 ) Greater Rapidstrike 25 ) Epic Feat 26 ) Constituent Tempest (7) 27 ) Epic Feat 28 ) Azure Phantoms Under Iron Skin (250%), Tempest (x3) 29 ) Epic Feat 30 ) Constituent Tempest ( , Faster Deconstruction (2 000 gp)
Dernière édition par Xzoltar le Mar 13 Avr - 23:06, édité 2 fois | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Mar 13 Avr - 22:17 | |
| Chameleon (Base Class) Dés de Vie : d12 BaB: +1 Saves : All Good Skills : 8 Pts with All Skills Know Weapon : All Simple and Martial Armor : All Armor and Shields 01 ) Soul Knack, Inspiration, Battle Cuning, Able Learner 02 ) Swapping Feat (1) , False Virtue 03 ) Battle Cuning, Brain over Brawn, Detect Thoughts 1/Day 04 ) Aptitude Focus (1/Day, +2) , Unseelie Truth 05 ) Improvisation 1/Day, Battle Cuning, Ability Boon +2 06 ) Detect Thoughts 3/Day , Consume Identity 07 ) Battle Cuning, Focused Feat (1), Rapid Refocus 08 ) Aptitude Focus (2/Day, +2), Mimic Prestige Class (1) 09 ) Battle Cuning, Detect Thoughts 5/Day, Mimic Prestige Class (2) 10 ) Improvisation 3/day, Ability Boon +4 11 ) Improved Battle Cuning, Mimic Prestige Class (3) 12 ) Swapping Feat (2), Aptitude Focus (3/Day, +4), Detect Thoughts At Will, Mimic Prestige Class (4) , Assume Identity 13 ) Improved Battle Cuning, Mimic Prestige Class (5) 14 ) Lightning Refocus, Mimic Prestige Class (6) 15 ) Improvisation 5/day, Improved Battle Cuning, Ability Boon +6, Double Aptitude, Detect Thoughts (Silent) 16 ) Aptitude Focus (4/Day, +4), Mimic Prestige Class (7) 17 ) Improved Battle Cuning, , Focused Feat (2), Mimic Prestige Class ( 18 ) Detect Thoughts (Silent, Still), Mimic Prestige Class (9) , Mind Wipe 19 ) Improved Battle Cuning, Mimic Prestige Class (10) 20 ) Improvisation At Will, Glamer, Ability Boon +8, Aptitude Focus (5/Day, +6) EPIC ( 21 ) Mimic Prestige Class (11), Battle Cunning ( 22 ) Swapping Feat (3) , Epic Feat ( 23 ) Mimic Prestige Class (12), Battle Cunning ( 24 ) Epic Feat, Aptitude Focus (6/Day, +6) ( 25 ) Triple Aptitude, Mimic Prestige Class (13), Battle Cunning ( 26 ) Epic Feat ( 27 ) Focused Feat (3), Mimic Prestige Class (14), Battle Cunning ( 28 ) Aptitude Focus (7/Day, + ( 29 ) Mimic Prestige Class (15), Battle Cunning ( 30 ) Epic Feat | |
| | | Xzoltar Admin
Messages : 565 Date d'inscription : 20/01/2009
| Sujet: Re: Fourre-tout Sam 21 Aoû - 14:56 | |
| Soul Stealer Template ( prend la place de Gestalt )
[b]Dés de Vie : d8 BaB : +0.75 Saves : All Good Skills : 4 Pts with All Skills Know Weapon : All Simple and Martial Armor : All Armor and Shields 01 ) Soul Knack, Able Learner, Inspiration, Battle Cuning, Still in Training 02 ) Field Focus 03 ) Battle Cuning, Brain over Brawn 04 ) Improved Field Focus (+1) 05 ) Improvisation 1/Day, Battle Cuning 06 ) Dual Field Focus 07 ) Battle Cuning 08 ) Improved Field Focus (+2) 09 ) Battle Cuning 10 ) Triple Field Focus, Improvisation 3/day 11 ) Improved Battle Cuning 12 ) Improved Field Focus (+3) 13 ) Improved Battle Cuning 14 ) Quadruple Field Focus 15 ) Improvisation 5/day, Improved Battle Cuning 16 ) Improved Field Focus (+4) 17 ) Improved Battle Cuning 18 ) Quintuple Field Focus 19 ) Improved Battle Cuning 20 ) Improvisation At Will, Improved Field Focus (+5) Essentia: 1/level Soulmeld: 1 + 1/3 level Chakra Bind: 1/4 level Soul Knack (Ex) The Soul XXX gain virtual skill points in any skills he dont have any rank equal to 1.5 + 0.5 per Class Level. If he already have rank in a skill he gain a bonus of +1 per 4 Class Level. Inspiration (Ex) Soul XXX gains an Inspiration pool which functions exactly as a Factotum's Inspiration pool. If the character already has an inspiration pool, add the two pools together to find effective Inspiration. Spending inspiration is a free action, unless a class feature says otherwise.You have a inspiration pool of 2 + 1 more per 2 class level (starting with 3 pts at level 3 and 10 at level 19) Brain over Brawns (Ex) You gain your intelligence bonus as a modifier on strength checks, Dexterity checks, and checks involvings skills based on Strength or Dexterity, such as Hide, Climb, Jump and Initiative. Battle Cunning: Everytime you gain this ability you may chooses one of the following abilities. You may not use the same Battle Cunning ability more than once in the same turn, except for Cunning Insight. - Spoiler:
- Cunning Insight (1 IP) : You may use your Int bonus in place of your normal stat for one attack's attack and damage rolls. - Cunning Defense (1 IP) : You gain a +1 Dodge bonus to AC per four class levels (round up) against one opponent as an immediate action, or a free action on your turn. This benefit lasts until the end of your next turn. - Cunning Strike (1 IP) : You gain the sneak attack or skirmish ability for one round. Your damage is based on your effective class level in rogue or ranger, which is half your factotum level. (For example, at 6th level, you could gain 2 sneak attack dice or 1 die of skirmish and +1 skirmish AC, based on your three effective levels in either class.) - Cunning Resistance (1 IP) : You may use your Int in place of your normal stat for all saving throws for 1 round. - Cunning Surge (2-3 IP) : You may spend 2 IP to gain one swift or move action on your turn, or 3 IP to gain one standard action. - Skill Epiphany (1 IP) : Once per day per skill, as a free action you may spend 1 IP and add half your factotum level as a competence bonus to a given skill check. Improved Battle Cunning: You gain may now choose one of these abilities. - Spoiler:
- Cunning Breach: You can reduce a target's damage reduction, energy resistance, or spell resistance by an amount equal to your Int bonus as a free action, and you may do so after you've confirmed the hit. Only your next action benefits. If using a ranged weapon, you must be within the first range increment; otherwise you must be within 60' of the target and possessing line of effect. (1 IP) - Cunning Negation (requires Cunning Breach): As Cunning Breach, except you negate the above defenses possessed by the target. (2 IP) - Cunning Dodge: If a blow would drop you below 0hp, you may spend 2 IP to reduce it to half damage, or 4 IP to negate it entirely. You may wait until after damage is rolled to decide to use this ability. - Cunning Brilliance (requires any one ICB selection): You may apply half your class level as virtual levels to qualify for one (Ex) ability from any one base class. For example, if you are 16th level, you can opt to obtain Improved Uncanny Dodge from your virtual 8 levels in rogue. This ability lasts until the start of your next turn. You may use this ability once per point of Int bonus. (1 IP) - Cunning Prestige (requires Cunning Brilliance): As Cunning Brilliance, except you may count 3/4 your class level as virtual levels for one base class, or 1/4 your class level (round up) as virtual levels for one prestige class. You are still limited to extraordinary abilities. For example, you could obtain one of the Paragnostic Apostle's Knowledge is Power ability selections because the general ability is (Ex), but you could only choose one (as each level grants another ability that offers another selection). Obtaining a prestige ability is a free action, but due to the intense concentration required the ability is not granted until the following round (generally you may declare activating this ability, and uses the downtime between turns to find a good choice). - Superior Defense (1 IP) : You no longer have to spend an IP to gain the dodge bonus against a chosen enemy (just as with the Dodge feat, you may select one foe as a free action once per round). You may instead spend 1 IP to gain the bonus against all opponents for 1 round. - Skill Perfection (1 IP) : As skill epiphany, except the skill roll is treated as though you had taken 20, except no additional time is required. You can't combine this ability with any other ability that increases skill check results, unless it is continuous and requires no action (such as Skill Focus feats and certain magic items). - Hypercognition (All IP): You may spend All your IP and attempt to solve any problem by thinking about it, as the psionic power of the same name. After using this ability, you are fatigued and cannot refill your pool of inspiration until you rest. Abilities that remove normal fatigue do not help with this mental exhaustion.
| |
| | | Contenu sponsorisé
| Sujet: Re: Fourre-tout | |
| |
| | | | Fourre-tout | |
|
Sujets similaires | |
|
| Permission de ce forum: | Vous ne pouvez pas répondre aux sujets dans ce forum
| |
| |
| |
|