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Flamecrow

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Everything posted by Flamecrow

  1. Wind Sniper The Wind Sniper, and individual with a strong tie to the winds that circle around all in this world. Utilising the winds for his arts with the ranged weapons. Many ranged fighters are focussed upon shooting, rather then hitting. This is not the case for the Wind Sniper who sacrifices attacks for a better aim. Note 1: The Wind Sniper uses Wind Power for all its abilities. Each ability uses 1 Wind Power. If you are out of Wind Power you can no longer use any abilities. - Hit Die: d8 - Proficiencies: Weapon Proficiency Martial and Simple, Armor Profiency Light and Me
  2. Merchant's Secret The Traveling Merchant has a few tricks up his sleeve. This ability will allow him to turn any item into coins, thus saving the trouble of having to carry all of it around. The amount of coins an item can be turned into depends on its value and the level of the Traveling Merchant. Temporal Suitcase Merchants always seems to carry around a lot more then they seem to be able to carry. The secret of that lies with the Temporal Suitcase, a magically created suitcase that is very light weight, and everything stored inside will be rendered weightless. However, the Temporal
  3. Traveling Merchant The Traveling Merchant is an essential part of any society. They provide rare items and oddities that the normal shops don't sell. The Traveling Merchant possesess a number of trade secrets to help him conduct his business and keep away from danger. - Hit Die: d10 - Proficiencies: Weapon Proficiency Martial, Simple and Exotic, Armor Profiency Light and Medium - Skill Points: 8 + Int Modifier REQUIREMENTS: Feats: Skill Focus Appraise ABILITIES: Level 1: Merchant's Secret 2: 3: 4: Temporal Suitcase 5: 6: 7: 8: Gold Toss 9: 10:
  4. AC increase Iron Plating/Reinforced Iron Plating/Super Duper Iron Plating Available: Level 2 Progression: Further feats in this line are available from level 5 and 11. Description: This plating will increase your golem's Armor Class. Attack Bonus Accuracy Module/Improved Accuracy Module/Very Accurate Accuracy Module Available: Level 2 Progression: Further feats in this line are available from level 5 and 11. Description: Installing this module into your golem will make it more accurate in its attacks. Attacks Multi Attack Module/Multi Multi Attack Module Available: Level 5 P
  5. Golem Maker The Golem Maker is one of the most extraordinairy professions in the lands. Reserved for gnomes only, the Golem Maker is a master of building golems, well... or at least knows how to put two and two together and make it move, sort of... Golem Makers can build their Golem and customise it with build kits, inventions, reinforcements and whatnot. - Hit Die: d6 - Proficiencies: - - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Weapon Focus: Light Hammer or War Hammer Skills: Craft Armor 10 ranks Other: Must be Gnome ABILITIES: Level 1: Golem Appearanc
  6. Arrow Reaver Focussing on the bow and arrow the Arrow Reaver is known for his magical talents as well as his keen shot. Damage and a keen shot being specialties of the Arrow Reaver. Another specialty is the Reaving Flame Arrow, the trademark of the Arrow Reaver. - Hit Die: d8 - Proficiencies: Light Armor, Medium Armor, Light Weapons - Skill Points: 4 + Int Modifier REQUIREMENTS: Feats: Silent Spell or Still Spell Skills: Spot 10 ranks, Discipline 5 ranks, Concentration 8 ABILITIES: Level 1: Reaving Flame Arrow, as spell 2: 3: Weapon Focus Shortbow 4: 5:
  7. Spell Progression Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells. The
  8. Shaman As the druid is the guardian of nature, and the cleric the guardian of the gods, the shaman hovers somewhere between the two. More focused on the natural world then the cleric, yet less protective of the living natures then the druid. The shaman is often a guide for the spirits and a protector. Shamans often come from the druidic ways, at times clerics of natural or elemental deities choose this path as well. - Hit Die: d8 - Proficiencies: - - Skill Points: 5 + Int Modifier REQUIREMENTS: Feats: Resist Nature's Lure or Quicken Spell Skills: Spellcraft 10 Other:
  9. Shapechanger Shapechangers are variants of the druid class. However the shapechanger is not called shapechanger for focusing on many forms, instead the shapechanger focuses on one form. Shapechangers have, often willingly, let themselves get infected with lycantrophe and through concentration and focus strive to control the disease and use it to their own benefit. They take the form of the Werewolf and as they advance along their path gain in strength. - Hit Die: d8 - Proficiencies: - - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Druid Wildshape, Blooded (first lev
  10. Warder/Harper Scout The Warder class replaces the bioware default class of Harper Scout. For one because Harpers do not exist in Annakolia, but also because the class was quite lacking in usefulness compared to investment in meeting the requirements for said class. All of the default abilities and requirements of the class have remained as were. Five extra levels with abilities were added to increase the reward of the investment to reach the requirements for the class. These 5 added levels can be taken in the non-epic level range; they are not considered epic-levels.
  11. Warder The Warder is dedicated to the protection and defence of goodness in the world. Often found as protectors of travelers and people who keep the roads safe for all that wish to travel them. The Warders are not bound as a tight group but instead function separately, often even unaware of each other. They serve their own ideals of protection and safety rather then a ruling body or higher being. Warders can work alone or in groups, regardless they always focus on the safety of the general population and protection from oppression and tyranny throughout the lands. - Hit Die: d6.
  12. Totem Druid Wildshapes Critter Wildshape: This gives the Totem Druid the ability to change into small woodland creatures. A ferret, a raccoon, a bunny, a mink and a wolverine are the shapes that can be taken. Land Wildshape: As the bond to the animals of the land grows the Totem Druid gains the ability to shift into other creatures, namely the Longhorn Bull, the Goat, the Sheep and the Doe. Snake Wildshape: The snake, one of nature's deadliest predators. Not due to their great strenght or incredible powers, but due to their venemous teeth. The Totem Druid has now mastered this form and ca
  13. Totem Druid The Totem druid focuses himself on the protection of the animal part of nature, learning more about the ways of the animals. One can only truly know what another is like when one has walked a mile in his shoes. The Totem Druid takes this very literally by learning how to shift into many an animal. - Hit Die: d8 - Proficiencies: - - Skill Points: 4 + Int Modifier REQUIREMENTS: Feats: Druid Wildshape, Skill Focus Animal Empathy Skills: Animal Empathy 7 ABILITIES: Level 1: Critter Wildshape 2: Land Wildshape 3: Snake Wildshape 4: Feline Wildshape
  14. Purist of the Flame The Purist of the Flame searches for the perfection within a flame, their inner flame to be exact. They are often people of great discipline and concentration and slowly progress to become more adept in harnessing the power of this inner flame and using it outward. Though this resembles monks in many ways, there are some significant differences. Purists of the Flame seldom lock themselves up in a monastery, instead they seek to actively use their power for the good, or evil of the world. They often hold to their own standards instead of the standards of society. Anoth
  15. Spell Progression Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells. The
  16. Templar Templars are divine champions, clerics who are called away from their usual duties to fight in the service of their god. They are more well-versed in combat than their clergy peers, and possess just as much devotion or zeal. - Hit Die: d10 - Proficiencies: Simple Weapons, Light Armor, Medium Armor, Heavy Armor, Shield - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Martial Weapon Proficiency Skills: Discipline 6, Lore 6 Other: Cleric or Paladin, Base Attack Bonus 3 ABILITIES: Each level, a Templar gains spellcasting levels as if he/she had leveled in
  17. Summoner Focus A Summoner focusses their summoning powers upon a specific area of expertise. Ever-Changing Chaos of Limbo: Limbo is a place of pure chaos where everything is in constant motion and change, especially the landscape, which can shift unpredictably and randomly rolls over upon itself like liquid. Very few places in Limbo are stable enough for normal travel. It is home to the slaadi and other creatures of chaos like the Chaos Dragon. Scorpions: Scorpions are aggressive insects that carry a deadly poison in their stingers. Giant Spiders: Aggressive, nightmarish predators, Giant
  18. Summoner A special breed of conjurer, Summoners are dedicated to the summoning of creatures. They specialise in a certain summoning area. - Hit Die: d4 - Proficiencies: None - Skill Points: 2 + Int Modifier REQUIREMENTS: None ABILITIES: Level 1: Summoner Focus, Summon Creature II 1/day 2: Summon Creature III 1/day 3: Summon Creature IV 1/day 4: Summon Creature V 1/day 5: Summon Creature VI 1/day 6: Summon Creature VII 1/day 7: Summon Creature VIII 1/day 8: Summon Creature IX 1/day
  19. Sneak Attack The sneak attack feats of this class will stack with Rogue class sneak attacks. They will however, not stack with Blackguard sneak attacks. The used sneak attack feats are those of the Blackguard class out of the assumption that the combination of this class with Blackguard will be much less likely then the combination the Rogue class. If a combination between this class and the Blackguard class would be made the player would only gain the sneak attacks from one or the other class, not both. Spell Progression Spell progression as the primary (or some cases both primary) spel
  20. Arcane Trickster Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. - Hit Die: d4 - Proficiencies: - Skill Points: 4 + Int Modifier REQUIREMENTS: Feats: Sneak Attack 2d6 or more Skills: Disable Trap 7 ranks, Tumble 7 ranks, Lore 4 ranks Spells: Arcane Spellcasting level 3 Other: No Lawful ABILITIES: Each level, an Arcane Trickster gains spellcasting levels as if he/she had leveled in his/her primary arcane spellcasting class. Level 1: 2: Sneak Attac
  21. Spell Progression Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells. The
  22. Spellsword As students of both arcane ritual and martial technique, spellswords strive to combine both, gradually learning to cast spells in armor with less chance of failure. Feared by warriors because of his magic, and feared by spellcasters because of his weapon, a spellsword often walks the world alone. - Hit Die: d8 - Proficiencies: None - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Martial Weapon Proficiency Skills: Lore 7 ranks Spells: The ability to cast 2nd level arcane spells Other: Base Attack Bonus: +4 ABILITIES: Every two levels, a Spellsword ga
  23. Luck The Luck I to Luck III feats are all in effect base bioware feats. It should be noted that if a character already has the base bioware feat they will not receive the class feat. The Luck feats are in effect the following base feats: Luck I: Lucky Luck II: Luck of Heroes Luck III: Deneir's Eye Sneak Attack The sneak attack feats of this class will stack with Rogue class sneak attacks. They will however, not stack with Blackguard sneak attacks. The used sneak attack feats are those of the Blackguard class out of the assumption that the combination of this class with Blackguard will
  24. Temple Raider A Temple Raider is a specialist in raiding the tombs of anything from fallen kings to the common farmer. Some temple raiders do it for the kick, others to take out undead presence in the tombs. Some draw power from a certain god, some just draw on power from the gods in general. Regardless all are versed in the skills of trapping and opening locks. - Hit Die: d8 - Proficiencies: Light Armor - Skill Points: 6 + Int Modifier REQUIREMENTS: Skills: Disable Trap 4 ranks, Open Lock 4 ranks, Search 8 ranks Other: Base Attack Bonus 4, No Lawful ABILITIES: Eac
  25. Spell Progression Spell progression as the primary (or in some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells. T
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