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 Fourre-tout

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Xzoltar
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Messages: 494
Date d'inscription: 19/01/2009

MessageSujet: 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
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Messages: 494
Date d'inscription: 19/01/2009

MessageSujet: Re: Fourre-tout   Dim 11 Avr - 23:16

SHAPESHIFTER
01 ) 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

CRAFTER
01 ) 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)

EPIC
21 ) 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 (Cool, 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

MessageSujet: 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 (Cool
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, +Cool
( 29 ) Mimic Prestige Class (15), Battle Cunning
( 30 ) Epic Feat
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Messages: 494
Date d'inscription: 19/01/2009

MessageSujet: 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:
 


Improved Battle Cunning: You gain may now choose one of these abilities.
Spoiler:
 
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