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Flamecrow

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Everything posted by Flamecrow

  1. Mystic Theurge Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards. - Hit Die: d4 - Proficiencies: None - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Skill Focus Lore Skills: 8 Ranks in Lore Spells: The ability to cast 2nd level divine AND 2nd level arcane spells ABILITIES: With every level, a Mystic Theurge gains the spell progressions of
  2. Mage Guard Often Mage Guards hail from Tharbad where groups of mages still battle frequently. The Mage Guards are often the bodyguards of mage, many a time recruited from the local farms or also at times from barbaric tribes. Mage Guards are selected on three things, loyalty, toughness and muscles. - Hit Die: d12 - Proficiencies: Light Armor, Medium Armor, Shield, Martial Weapons - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Iron Will Other: Base Attack Bonus 4 ABILITIES: Level 1: Hardiness vs Enchantments 2: Luck of Heroes 3: Strong Soul 4: 5: St
  3. Holy Liberator The holy liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tyranny wherever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. - Hit Die: d10 - Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shield, Martial Weapons - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Iron Will Skills: Persuade 5 ranks Other: Base Attack Bonus 5, No Evil Alignment ABILITIES: Level 1: Divine Grace, Divine Health, Lay On Hands, Hardiness vs Enchantments 2: S
  4. Duelist The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. He always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect himself is not to get hit at all. - Hit Die: d10 - Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shield, Martial Weapons - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Dodge, Expertise, Weapon Finesse Skills: Parry 5 ranks, Tumble 5 ranks Other: Base Attack Bonus 6 ABILITIES: Level
  5. Bladesinger Spells Level X - Whirling Blades This feat indicates the amount of a specific spell level of the bladesinger spells that a bladesinger can cast. Using the power directly, the bladesinger focusses his or her power inward and enemies hitting him or her risk cutting themselves on the bladesinger's sword.
  6. Bladesinger Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger’s lithe movements and subtle tactics seem beautiful, and belie their deadly martial efficiency. Multiclassed fighter/bards can become bladesingers most easily, though any elf who can wield a martial weapon and can cast arcane spells can become a bladesinger. Bladesinging ranger/bards, rogue/bards and bladesinger bards are not unknown. Bladesingers command great respect in most elf communities and bladesingers usually serve as itinerant guardians and cha
  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. Eldritch Knight Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on his foes or charge them with sword drawn. The eldritch knight takes pride in his ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. - Hit Die: d6 - Proficiencies: None - Skill Points: 2 + Int Modifier REQUIREMENTS: Feats: Martial Weapon Proficiency Skills: The ability to cast 3rd level arcane spells ABILITIES: Each level, an Eldritch Knight gains s
  9. Acrobat The acrobat is a unique hybrid of the rogue and monk classes who focuses on purity of body and the martial arts. - Hit Die: d6 - Proficiencies: Rogue Weapons - Skill Points: 6 + Int Modifier REQUIREMENTS: Feats: Evasion class ability, Dodge, Mobility, Skill Focus Tumble Skills: 7 Ranks in Tumble ABILITIES: Level 1: Improved Unarmed Combat, Spring Attack, Fast Movement 2: Uncanny Dodge II, Woodland Stride 3: Defensive Roll 4: Uncanny Dodge III, Whirlwind Attack 5: Improved Evasion 6: Uncanny Dodge IV 7: Cat's Grace 1/day 8: Uncanny Dodge V 9: Blindin
  10. Other Abilities The Sleeper’s Fury Required Feats: - Required Skills: Concentration 13 ranks Mystic Energy Cost: - Duration: 60 seconds + 5 seconds per level Description: While meditating the Mystic sends out a protective field around herself that damages any enemy that comes too close. This power is automatically activated when the character meditates. It does 1d6 damage and an additional point of damage for every three levels. The Sleeper’s Health Required Feats: Natural Healing I Required Skills: Concentration 12 ranks, Heal 12 ranks Mystic Energy Cost: - Duration:
  11. Status Abilities Mind Break Required Feats: - Required Skills: Concentration 9 ranks Mystic Energy Cost: 6 Duration: 1 turn per level Description: Mental defenses are often troublesome for a Mystic, as many of her attacks are aimed at deceiving the mind in some way. By using Mind Break the Mystic can lower her enemy’s defenses against her mental attacks. This spell reduces the target’s will save by 10 points for the duration of the spell. Vision of Fear Required Feats: - Required Skills: - Mystic Energy Cost: 5 Duration: 5 rounds + 1 round per level Description: The
  12. Curative Abilities Natural Healing Required Feats: - Required Skills: Heal 5 ranks Mystic Energy Cost: 5 Duration: 10 seconds Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster. Natural Healing II Required Feats: Natural Healing Required Skills: Heal 10 ranks Mystic Energy Cost: 8 Duration: 20 seconds Description: The Mystic uses her power to stimulate
  13. Defensive Abilities Mind Trick Required Feats: - Required Skills: Hide & Move Silently 8 ranks Mystic Energy Cost: 6 Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected. Advanced Mind Trick Required Feats: Mind Trick Required Skills: Hide & Move Silently 14 ranks Mystic
  14. Buffing Abilities Muscle Buff Required Feats: - Required Skills: - Mystic Energy Cost: 10 Duration: 1 turn per level Description: By temporarily increasing the growth rate of muscle tissue the Mystic can make someone much more powerful. This spell increases the target’s strength and constitution by 1d4 points and an extra point per 5 levels. It also raises the character’s fortitude saving throw by 5. Mystic Reflexes Required Feats: - Required Skills: - Mystic Energy Cost: 10 Duration: 1 turn per level Description: This spell allows the mystic to use her powers to dev
  15. Damage Abilities Telekinesis Required Feats: - Required Skills: Concentration 5 ranks Mystic Energy Cost: 4 Duration: 5 rounds Description: The Mystic has the power to move objects by his will alone. This power can be used for all sorts of actions, from opening doors to picking up items from a distance. It can also be used on creatures to harm them by twisting an arm or tripping them, doing 1d6 blunt damage and 1 additional damage per three levels of the caster. There is also a chance that the targeted creature will suffer an injury, decreasing its dexterity by 1 point. Psychic
  16. Base Abilities Mysticism Required Feats: - Required Skills: - Mystic Energy Cost: 2 Duration: 5 + 1 round per level Description: As the Mystic’s powers begin to surface she first starts by using her powers to append upon her already known abilities. Mysticism is automatically given to a Mystic at level one and reflects upon their base class that they took at level one. The effects of it differ per base class. Meditation Required Feats: - Required Skills: - Mystic Energy Cost: - Duration: 60 seconds + 5 seconds per level Description: To regain her Mystic Energy a Mystic must
  17. Mystic The Mystic is an ordinary individual who finds a new untapped power within the depths of his mind. Where this power came from remains unknown to many; if the individual wishes it the power can develop into many shapes or forms. The power, referred to as Mystic Energy, can harm or heal, shape or destroy. The individuals wielding the power each choose their own path and development of their new powers. Mystics are not telepaths or fortune telling psychics. Their power however is power of the mind. As such the Mystic uses her intelligence or wisdom modifier as relevant spell abilit
  18. --Acrobat-- REQUIREMENTS: Feats: Evasion class ability, Dodge, Mobility, Skill Focus Tumble Skills: 7 Ranks in Tumble --Arcane Trickster-- 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 --Arrow Reaver-- REQUIREMENTS: Feats: Silent Spell or Still Spell Skills: Spot 10 ranks, Discipline 5 ranks, Concentration 8 --Blade Singer-- REQUIREMENTS: Race: Elf, Half-Elf Feats: Combat Casting, Dodge, Expertise, Still Spell, Weapon Focus (longsword) Skills: 4 Ranks
  19. The Annakolia Prestige Classes The Annakolia Prestige Classes were originally started as a project to include classes from the now long defunct server Crimson Spire into the world. Some classes indeed still have their roots in Bloo's Crimson Spire classes, however over time much has been altered and reworked. Also, with time a large number of classes have been added to the server. To this day forward work on the classes continues and I continue to try to improve them and also occasionally add something new. Lately, due to time constraints I haven't made any new classes and mostly focussed
  20. My location claims I am in the Netherlands. Does that work for you? :P

  21. Answer: YES! Pretty much any smartphone will work.
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