
Shylmirid
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Xzoltar Admin
Messages: 494 Date d'inscription: 19/01/2009
 | Sujet: Re: Fourre-tout Mer 7 Avr - 13:35 | |
| 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 - 22:30, édité 3 fois |
|  | | Xzoltar Admin
Messages: 494 Date d'inscription: 19/01/2009
 | Sujet: Re: Fourre-tout Dim 11 Avr - 23:16 | |
| 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 - 22:06, édité 2 fois |
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Messages: 494 Date d'inscription: 19/01/2009
 | Sujet: Re: Fourre-tout Mar 13 Avr - 21:17 | |
| 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: 494 Date d'inscription: 19/01/2009
 | Sujet: Re: Fourre-tout Sam 21 Aoû - 13:56 | |
| 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. |
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