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DocRob

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  1. DocRob

    Hello there

    There is definitely a 300XP cap Barry we have killed an ancient green dragon and only got 300xp we've brought this up several times.
  2. DocRob

    Mystic -Updated 2018-

    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 ability, using the higher of the two. The relevant spell ability is used in the different Mystic Abilities to increase the power, damage class and/or duration. As the Mystic focuses her power by use of her mind, she cannot wear headgear such as helmets. Shielding her head disrupts the free flow of Mystic Power from her mind, making it impossible to use her Mystic Abilities. Mystic Abilities, like spells, cannot be used while polymorphed either. Once a Mystic exhausts her Mystic Energy she needs to go into a state of meditation to regain it. During this state she cannot act in any way and is especially vulnerable to enemy attacks. The Mystic gains 30 points of Mystic Energy at level one; she gains an additional 10 points for every following level in the Mystic Class.  - Hit Die: d6 - Proficiencies: - - Skill Points: 4 + Int Modifier -Skills: Appraise, Bluff, Concentration, Heal, Hide, Intimidate, Lore, Move Silently, Search, Spellcraft -Attack Bonus growth: Mid (Bard/Rogue) -Saving Throws: Monk -Primary Attribute: IntFA REQUIREMENTS: Feats: Skill Focus Concentration, Skill Focus Spellcraft Skills: Lore 8 ranks ABILITIES: Level 1: Mystic Stats, Meditation, Mysticism, Mystic Ability 1x 2: Mystic Ability 1x 3: Mystic Ability 1x 4: - 5: Mystic Ability 1x 6: Mystic Ability 1x 7: - 8: Mystic Ability 1x 9: Mystic Ability 1x 10: - 11: Mystic Ability 1x 12: Mystic Ability 1x 13: - 14: Mystic Ability 1x 15: Mystic Ability 1x 16: - 17: Mystic Ability 1x 18: Mystic Ability 1x RESTRICTIONS: - Cannot wear helmets. - Requires Mystic Energy to cast spells/use abilities. 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 go into a meditative state. During this state the Mystic is unable to act in any way. After the meditation has ended the Mystic will have all her Mystic Energy restored. The amount of Mystic Energy a Mystic has is dependant on her level in the Mystic Class. Mystic Stats Required Feats: - Required Skills: - Mystic Energy Cost: - Duration: - Description: This feat displays how much Mystic Energy the character has and how much she can have in total. Using it will show this information in the Server Message Window. This feat is granted automatically to the Mystic at level 1. 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 Wave Required Feats: Telekinesis Required Skills: Concentration 10 ranks Mystic Energy Cost: 12 Duration: 2 + 1 round per three levels Description: The Mystic sends forth an invisible wave of psychic energy that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well. The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d12 to the creature. Psychic Blast Required Feats: Psychic Wave Required Skills: Concentration 16 ranks Mystic Energy Cost: 24 Duration: 3+ 1 round per two levels Description: The Mystic sends forth an invisible wave of psychic energy in all directions that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well. The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d8 damage to the creature. Burn of the Body Required Feats: - Required Skills: Heal 12 Ranks Mystic Energy Cost: 10 Duration: 3 rounds + 1 per 2 levels Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. This acid does 1d8 damage with 1d8 extra damage per three caster levels. It does this damage each round till the spell expires. Additionally, the spell can cause the targeted creature to become ill and suffer a -2 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured. Greater Burn of the Body Required Feats: Burn of the Body Required Skills: Heal 18 Ranks Mystic Energy Cost: 15 Duration: 3 rounds + 1 per 2 levels Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. Through advanced knowledge of anatomy of creatures this acid is exceptionally potent. This acid does 2d8 damage with 1d8 extra damage per two caster levels. It does this damage each round till the spell expires. Additionally, the spell can cause the targeted creature to become violently ill and suffer a -4 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured. Sound Waves Required Feats: - Required Skills: - Mystic Energy Cost: 7 Duration: - Description: By creating heavy vibrations in the air near the targeted creature the Mystic damages her target with sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster. Wave of Sound Waves Required Feats: Sound Waves Required Skills: - Mystic Energy Cost: 14 Duration: - Description: By creating heavy vibrations in the air the Mystic creates a wave of vibrations that damage all it touches with devastating sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster. Blast of Sound Waves Required Feats: Wave of Sound Waves Required Skills: - Mystic Energy Cost: 22 Duration: - Description: By creating heavy vibrations in the air the Mystic creates waves of vibrations that damage creatures all around the caster with devastating sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster. Excited Air Required Feats: Sound Waves Required Skills: - Mystic Energy Cost: - Duration: - Description: By exciting air particles even further after a Sound Wave attack the Mystic can sometimes trigger a delayed explosion. This explosion deals 1d6 fire and deals an extra 1d6 fire for ever 2 caster levels. It also does 2d6 blunt damage and an additional 1d6 blunt damage for every 3 caster levels. The explosion has a chance to fire with some delay after a target has been hit with one of the following spells: Sound Waves, Wave of Sound Waves and Blast of Sound Waves. The chances of the explosion firing are respectively: 30%, 20% and 15%. Excited Air does not add to the Mystic Energy cost of the Sound Waves spells. Aura of Pain Required Feats: - Required Skills: - Mystic Energy Cost: 3 + 1 point every 4 rounds to sustain the aura Duration: 5 turns + 1 turn per three levels. Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d3 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them. Every 4 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura by using the feat a second time. Aura of Pain II Required Feats: Aura of Pain Required Skills: - Mystic Energy Cost: 5 + 1 point every 2 rounds to sustain the aura Duration: 3 turn + 1 turn per three levels. Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a greater range than its predecessor. The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them. Every 2 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time. Aura of Pain III Required Feats: Aura of Pain II Required Skills: - Mystic Energy Cost: 8 + 1 point every round to sustain the aura Duration: 1 turn + 1 turn per three levels. Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d10 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a much greater range than its predecessor. The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them. Every round an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time. Gain of Pain Required Feats: Aura of Pain II Required Skills: - Mystic Energy Cost: 1 point for every round that the respective aura subtracts sustenance cost Duration: as the Aura of Pain spell that is cast Description: When using the Aura of Pain spells the Mystic is healed by the damage she does to her enemies. She gains half of the damage she does to her enemies as hit points (with a minimum of one point), up to her normal maximum number of Hit Points. Normally the Aura of Pain spells have a healing effect on undead. However, the Mystic has learned that by harming herself she can reflect her own pain in an intensified manner upon undead. When Gain of Pain is active near undead adversaries it will harm the mystic for half of the normal damage of the Aura of Pain spell and damage the undead for normal amount with positive energy. This ability is activated manually when an Aura of Pain is active on the mystic. When an Aura of Pain is deactivated Gain of Pain is automatically deactivated as well. 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 develop a sixth sense for danger, making her much more likely to avoid incoming attacks. The target of the spell gains 1d4 points of dexterity and an extra point per 5 levels. She also gains a bonus of 5 on her reflex saving throws and gains a damage reduction of 3 points plus 1 extra point per level. Mystic Strike Required Feats: Muscle Buff or Mystic Reflexes Required Skills: - Mystic Energy Cost: 15 Duration: 1 turn per level Description: Through intense focus the mystic achieves a state in which she is more accurate with her weapons. Rather than slashing about wildly she uses her power to guide her weapon towards the enemy and hit more often. This ability gives the target a bonus to their Attack Bonus of 3 plus one per three levels of the caster. Mystic Strikes Required Feats: Mystic Strike Required Skills: - Mystic Energy Cost: - Duration: - Description: By using her power to gain increased insight into combat the Mystic, when using the Mystic Strike power, is given an extra attack per round. This feat applies automatically when the user uses Mystic Strike. This feat does not increase the Mystic Energy cost of the Mystic Strike Power. Note: The extra attack is often not displayed properly on the character sheet. War Form Required Feats: Muscle Buff or Mystic Reflexes Required Skills: - Mystic Energy Cost: 10 Duration: 1 turn per level Description: The Mystic uses her power to change her own shape in that of a hulking creature with powerful claws and strong hooves. In this powerful form the Mystic is a force to be reckoned with, even though the Mystic cannot use her powers while in this form. Greater War Form Required Feats: Muscle Buff, Mystic Reflexes or Mystic Strike Required Skills: - Mystic Energy Cost: 4 Duration: 1 turn per level Description: The Mystic’s war form gains a powerful great sword and becomes even more powerful. This ability is used automatically when using the War Form ability. An extra 4 Mystic Energy is used up when transforming into the War Form. Sharp Edges Required Feats: - Required Skills: - Mystic Energy Cost: 10 Duration: 1 turn per level Description: By changing the very form of a weapon the Mystic can use her powers to sharpen the edges of the weapon; or in case the weapon possesses no sharp edges create them. Doing this to a weapon adds slashing damage to the weapon of 1d6 points. The damage increases with a higher relevant spell ability modifier. Vibrating Edge Required Feats: Sharp Edges, Sound Waves Required Skills: - Mystic Energy Cost: 12 Duration: 1 turn per level Description: The Mystic uses her knowledge of sound vibrations to make the air around a weapon vibrate, allowing it to do extra damage to those she hits. The weapon does an added 1d6 points of sonic damage to those that are struck with it. The damage increases with a higher relevant spell ability modifier. Mystic Blade Required Feats: Sharp Edges Required Skills: - Mystic Energy Cost: 12 Duration: 1 turn per level Description: By channeling her Mystic Energy directly into a weapon a Mystic can do added damage with it. The Mystic Energy deal an added 2 points of magical damage when striking a target. The damage increases with a higher relevant spell ability modifier. 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 Energy Cost: 10 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 allows the Mystic to make enemies see her image elsewhere, giving her a 50% concealment bonus. It is also harder to resist than the normal Mind Trick and it can be used on others beside the Mystic herself. However, when used on others the duration will depend on their natural sneak skills. Mind’s Aura Required Feats: Advanced Mind Trick Required Skills: Hide & Move Silently 20 ranks Mystic Energy Cost: 5 + 1 per 3 rounds to sustain the aura Duration: 3 Turns + 1 turn per 3 levels for caster, 2 Turns + 1 turn per 3 hide and move silently skill ranks for nearby allies Description: The Mystic uses her powers to erase her very image from the mind of those who see her, making her completely undetectable by her enemies. The Mystic’s energy extends to those around her, making them disappear from the minds of the enemies as well. The ability is weaker for those near her however; those of strong will may still manage to see them. The further away an ally is from the caster, the weaker the effect will be on them. Every 3 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time. Guarding Force Required Feats: - Required Skills: Spellcraft 8 ranks Mystic Energy Cost: 6 Duration: 1 turn + 1 turn per three levels Description: The Mystic projects a field of Mystical Energy around himself to protect himself from harm. The field gives the user a bonus to his Armor Class of 4 and also gives the user one point of damage resistance against physical damage for every two levels of the caster. The Guarding Force field is highly versatile as is made out of pure Mystic Energy. This versatility makes it possible to add different effects to the field by choosing extra feats. Foresight Required Feats: Guarding Force Required Skills: Spellcraft 10 ranks Mystic Energy Cost: 4 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field around the caster lets the caster see incoming attacks a few instances before they hit, granting her the chance to avoid them. This Foresight gives the caster immunity to sneak attacks and also grants her a damage reduction of 30/+5 for the first 100 points of damage. An extra ten points are added to this for every level of the caster. This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy. Mind Ache Required Feats: Guarding Force Required Skills: Spellcraft 10 ranks Mystic Energy Cost: 4 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field around the caster projects painful thoughts into the mind of any who tries to hit the caster. This Mind Ache causes the attacker to take 1d6 magical damage and an extra point of damage per three levels of the caster. This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy. Deflecting Force Required Feats: Guarding Force Required Skills: Spellcraft 12 ranks Mystic Energy Cost: 4 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field around the caster becomes strengthened so that it can deflect incoming missiles their trajectory. Any incoming projectile has a 30% chance of missing the caster; an extra percent is added for each level of the caster. This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy. Mental Guard Required Feats: Guarding Force Required Skills: - Mystic Energy Cost: 1 Duration: 1 turn + 1 turn per three levels Description: When using the Guarding Force ability the Mystic also strengthens her own mental barriers to fend off potential mind magics aimed at harming the caster. The Mystic gains a bonus of 10 against all Will Saving Throws. This feat increases the cost of the Guarding Force spell by 1 points of Mystical Energy. Spell Shield Required Feats: Guarding Force Required Skills: Spellcraft 14 ranks Mystic Energy Cost: 4 Duration: 1 turn + 1 turn per three levels Description: The Mystic’s Guarding Force field is empowered to withstand spells and magic aimed at harming the caster. The Mystic gains a spell resistance equal to 12 points plus 1 point per level of the caster. This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy. Energy Absorption Required Feats: Guarding Force Required Skills: - Mystic Energy Cost: 2 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen type of energy; Acid, Cold, Electrical, Fire or Sonic. This ability gives 1 point of resistance against the chosen type of energy per level of the caster. The feat may be taken multiple times for different energy types. This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy. Spell Absorption Required Feats: Guarding Force Required Skills: Spellcraft 22 ranks Mystic Energy Cost: 8 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen Spell School, absorbing all spells of the chosen spell school for the duration of the spell. The feat may be taken multiple times for different spell schools. This feat increases the cost of the Guarding Force spell by 8 points of Mystical Energy. 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 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 III Required Feats: Natural Healing II Required Skills: Heal 15 ranks Mystic Energy Cost: 11 Duration: 20 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 10 hit points per second, with an extra point for every 4 levels of the caster. Natural Healing IV Required Feats: Natural Healing III Required Skills: Heal 20 ranks Mystic Energy Cost: 15 Duration: 30 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 15 hit points per second, with an extra point for every 4 levels of the caster. Cleansing Required Feats: - Required Skills: Heal 10 ranks Mystic Energy Cost: 8 Duration: 60 seconds Description: By using her powers the Mystic can expel negative effects from the body of a targeted creature. This process occurs stepwise, first removing negative statuses such as confusion and paralysis. After 30 seconds effects such as Armor Class and Saving Throw lowering effects are removed. After another 30 seconds negative levels, ability decrease effects and curses are removed. 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 Mystic uses her powers to give the targeted creature a vision of one of their worst fears. The Mystic does not know the content of the vision, as it is made by the mind of the creature itself. The effect of this vision is that the creature becomes frightened. Secondly, it is possible for the creature to become paralyzed with fear for the duration of the spell. Vision of Infinite Horrors[/size][/b] Required Feats: Vision of Fear Required Skills: Lore 18 ranks Mystic Energy Cost: 10 Duration: 3 Turns Description: The Vision of Infinite Horrors is a spell in which the Mystic projects innumerous horrific images into the mind of the targeted creature. These images cause the target immense pain, doing 1d6 damage per two levels of the caster. It also cause the target to run away in fear and suffer a penalty of 10 to its Armor Class and to its Attack rolls. Confusion Required Feats: - Required Skills: - Mystic Energy Cost: 4 Duration: 5 + 1 round per level Description: Power over the perception of others can be a powerful tool. The confusion ability demonstrates that by allowing the Mystic to make her enemies unable to separate friend from foe. The enemy targeted by this spell will mindlessly attack all creatures he sees, regardless of its possible allegiance to them. Mass Confusion Required Feats: Confusion Required Skills: Lore 12 ranks Mystic Energy Cost: 12 Duration: 3 Turns + 1 round per level Description: The Mystic changes the perception of all the creatures near her. This change of perception makes it impossible for them to distinguish their friends from their foes, leading to chaos on the battlefield. Blinding Flash Required Feats: - Required Skills: Lore 10 ranks Mystic Energy Cost: 10 Duration: 3 Turns + 1 round per level Description: The Mystic releases a bright flash by using her powers. This flash blinds all creatures near the caster causing them to have trouble hitting things and also making it harder for them to dodge incoming attacks. Prison of Stone Required Feats: - Required Skills: Spellcraft 11 ranks Mystic Energy Cost: 8 Duration: 5 rounds + 1 per level Description: The very elements shape to the Mystic’s will with enough training. By using her powers the Mystic moves the earth itself to surround the target, encasing it in a stone prison. This prison will immobilize the target completely for the duration of the spell; making it impossible for the target to act in any way. Aura of Stones Required Feats: Prison of Stone Required Skills: Spellcraft 17 ranks Mystic Energy Cost: 7 + 1 per 2 rounds to sustain the aura Duration: 1 turn per level, 1 round per 3 levels Description: The Mystic forms an aura around herself. Any enemy creature entering this aura will be swallowed by the earth and held in place like with the Prison of Stone spell. The further away an enemy is from the caster, the weaker the effect will be on them. Every 2 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time. Domination Required Feats: - Required Skills: Lore 20 ranks and Concentration 20 ranks Mystic Energy Cost: 10 Duration: 1 turn per level Description: The Mystic uses her power over perception to make the target creature perceive her as its friend. She in turn makes the creature view all her enemies as its enemies; making the creature a loyal henchman, for the duration of the spell anyway. 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: 60 seconds + 5 seconds per level Description: By using her knowledge of the body’s regenerative capabilities the Mystic has learned to heal herself during her meditation. The Mystic regenerates 5 hit points every round while she is in her meditative trance. This ability is activated automatically when using the Meditation Ability. The Eternal Sleeper Required Feats: - Required Skills: Concentration 19 ranks Mystic Energy Cost: - Duration: 60 turns Description: After awaking from their meditative state the Mystic continues to regain 3 points of Mystic Energy every turn for the duration of the spell after the meditation has expired. This will not raise the Mystic Energy above the maximum amount the character has. Mystical Knowledge Required Feats: - Required Skills: - Mystic Energy Cost: - Duration: - Description: The Mystic has learned more of the basis behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has. Mystical Secrets Required Feats: Mystical Knowledge Required Skills: Lore 13 ranks Mystic Energy Cost: - Duration: - Description: The Mystic has learned about the secrets behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge feat. The Seer’s Gift Required Feats: Mystical Secrets Required Skills: Lore 20 ranks Mystic Energy Cost: - Duration: - Description: The Mystic feels exceptionally close to the original source of her power; giving her two extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge and Mystical Secrets feats. Body over Mind Required Feats: - Required Skills: - Mystic Energy Cost: - Duration: - Description: For some Mystics intellect and wisdom are not their strong points. Some of these Mystics learn to circumvent their somewhat limited mental capacities by focusing upon their bodies and stamina more. By taking this feat the Mystic will use her Constitution Modifier, when higher than her intelligence or wisdom modifier, as the relevant ability for her spells. The relevant spell ability is used for extra bonuses which vary between spells. In general terms, a higher relevant spell ability will lead to a higher save DC and a longer duration of spells.
  3. DocRob

    Acrobat -Updated 2018-

    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 -Skills: Bluff, Concentration, Craft (not trap), Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Persuade, Search, Spot, Taunt, Tumble -Attack Bonus growth: Mid (Bard/Rogue) -Saving Throws: Rogue -Primary Attribute: Dex 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: Blinding Speed 10: Uncanny Dodge VI, Epic Dodge
  4. 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 -Skills: Bluff, Concentration, Craft (not trap), Discipline, Intimidate, Listen, Lore, Parry, Persuade, Search, Spellcraft, Spot, Tumble, -Attack Bonus growth: Full (Fighter) -Saving Throws: Fighter -Primary Attribute: Int REQUIREMENTS: Feats: Martial Weapon Proficiency Skills: The ability to cast 3rd level arcane spells ABILITIES: Each level, an Eldritch Knight gains spell casting levels as if he/she had leveled in his/her primary arcane spell casting class. 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 next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.
  5. 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. Multi-classed 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 champions of the elf community at large. - Hit Die: d8 - Proficiencies: Light Armor - Skill Points: 2 + Int Modifier -Skills: Appraise, Bluff, Concentration, Craft Trap, Discipline, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Parry, Persuade, Search, Spellcraft, Spot, Taunt, Tumble -Attack Bonus growth: Full (Fighter) -Saving Throws: Rogue -Primary Attribute: Dex REQUIREMENTS: Race: Elf, Half-Elf Feats: Combat Casting, Dodge, Expertise, Still Spell, Weapon Focus (longsword) Skills: 4 Ranks in Concentration, 3 Ranks in Perform, 3 Ranks in Tumble Spells: The ability to cast 1st level arcane spells. Other: Base Attack Bonus +5 ABILITIES: Level 1: Improved Combat Casting, Bladesinger level 1 Spells 2: 3: Improved Combat Casting, Bladesinger level 2 Spells 4: 5: Improved Combat Casting, Bladesinger level 3 Spells 6: Blinding Speed 7: Automatic Still Spell I, Improved Combat Casting, Bladesinger level 4 Spells 8: 9: 10: Improved Whirlwind Attack
  6. DocRob

    Duelist -Updated 2018-

    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 -Skills: Appraise, Bluff, Concentration, Craft (all), Discipline, Heal, Intimidate, Listen, Parry, Persuade, Spot, Taunt, Tumble -Attack Bonus growth: Full (fighter) -Saving Throws: Rogue -Primary Attribute: Dex REQUIREMENTS: Feats: Dodge, Expertise, Weapon Finesse Skills: Parry 5 ranks, Tumble 5 ranks Other: Base Attack Bonus 6 ABILITIES: Level 1: Improved Evasion 2: Mobility, Improved Initiative, Exotic Weapon Proficiency 3: Disarm 4: Spring Attack, Lightning Reflexes 5: Improved Parry 6: Improved Disarm 7: Whirlwind Attack 8: 9: Deflect Arrows 10: Improved Whirlwind
  7. 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 -Skills: Concentration, Craft (all), Discipline, Heal, Lore, Parry, Persuade, Ride, Taunt -Attack Bonus growth: Full (Fighter) -Saving Throws: Cleric -Primary Attribute: Wis 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: Smite Evil, Detect Evil, Arcane Defense: Enchantment, Lesser Planar Binding 3: Remove Disease, Turn Undead, Still Mind 4: Slippery Mind, Planar Binding 5: 6: Greater Planar Binding 7: 8: Gate 9: 10:
  8. DocRob

    Mage Guard -Updated 2018-

    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 -Skills: Bluff, Concentration, Craft (all), Discipline, Heal, Intimidate, Listen, Parry, Persuade, Spellcraft, Spot, Taunt, Tumble, Use Magic Device -Attack Bonus growth: Full (Fighter) -Saving Throws: Cleric -Primary Attribute: Wis REQUIREMENTS: Feats: Iron Will Other: Base Attack Bonus 4 ABILITIES: Level 1: Hardiness vs Enchantments 2: Luck of Heroes 3: Strong Soul 4: 5: Still Mind 6: Slippery Mind 7: 8: 9: 10:
  9. 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 -Skills: Appraise, Concentration, Craft (all), Heal, Listen, Lore, Persuade, Spellcraft, -Attack Bonus growth: Low (Wizard) -Saving Throws: Wizard -Primary Attribute: Int 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 both arcane and divine classes. 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. The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.
  10. 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 -Skills: Bluff. Concentration, Disable Device, Discipline, Hide, Intimidate, Lore, Move Silently, Open lock, Parry, Pickpocket, Search, Set Trap, Spellcraft, -Attack Bonus growth: Mid (Bard/Rogue) -Saving Throws: Bard -Primary Attribute: Dex REQUIREMENTS: Skills: Disable Trap 4 ranks, Open Lock 4 ranks, Search 8 ranks Other: Base Attack Bonus 4, No Lawful ABILITIES: Each level, a Temple Raider gains spellcasting levels as if he/she had leveled in his/her primary divine spellcasting class. Level 1: 2: Sneak Attack 3: Uncanny Dodge I 4: Luck I 5: Sneak Attack 2 6: Uncanny Dodge II 7: Luck II 8: Sneak Attack 3 9: Uncanny Dodge III 10: Luck III 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 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) 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 next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.
  11. DocRob

    Spellsword -Updated 2018-

    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 -Skills: Concentration, Craft Weapon, Discipline, Heal, Intimidate, Lore, Parry, Search, Spellcraft, Taunt -Attack Bonus growth: Full (fighter) -Saving Throws: Cleric -Primary Attribute: Int 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 gains spellcasting levels as if he/she had leveled in his/her primary arcane spellcasting class. Level 1: 2: 3: 4: Automatic Still Spell 1 5: Uncanny Dodge I 6: 7: 8: Automatic Still Spell 2 9: 10: Spring Attack 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 next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.
  12. 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 -Skills: Appraise, Bluff, Concentration, Craft trap, Disable Trap, Heal. Hide, Listen, Lore, Move Silently, Open Lock, Parry, Persuade, Pickpocket, Search, Set Trap, Spellcraft, Spot, Tumble, Use Magic Device -Attack bonus growth: Low (Wizard) -Saving Throws: Bard -Primary Attribute: Dex 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 Attack 1 3: 4: Sneak Attack 2 5: 6: Sneak Attack 3 7: 8: Sneak Attack 4 9: 10: 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) 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 next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.
  13. DocRob

    Summoner -Updated 2018-

    A special breed of conjurer, Summoners are dedicated to the summoning of creatures. They specialize in a certain summoning area. - Hit Die: d4 - Proficiencies: None - Skill Points: 2 + Int Modifier -Skills: Appraise, Concentration, Craft (not trap), Discipline, Heal, Listen, Lore, Persuade, Search, Spellcraft, Spot -Attack Bonus Growth: Low (wizard) -Saving Throws: Wizard Primary Attribute: Int 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 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. Level: 1: Red Slaad 2: Blue Slaad 3: Green Slaad 4: Gray Slaad 5: Death Slaad 6: White Slaad 7: Black Slaad 8: Chaos Dragon Scorpions: Scorpions are aggressive insects that carry a deadly poison in their stingers. Level: 1: Scorpion 2: Slimey Scorpion 3: Black Scorpion 4: Red Scorpion 5: Giant Scorpion 6: Giant Slimey Scorpion 7: Giant Black Scorpion 8: Giant Red Scorpion Giant Spiders: Aggressive, nightmarish predators, Giant Spiders first trap their prey within their webs, then subdue them with poisonous venom. Level: 1: Giant Spider 2: Phase Spider 3: Dire Spider 4: Wraith Spider 5: Sword Spider 6: Bloodback Spider 7: Redback Spider 8: Ice Spider Mephits: Chaotic and destructive, Mephits come in many shapes and have a wide range of abilities. Most are drawn from the various Elemental and Quasi-Elemental Planes. Level: 1: Air Mephit 2: Earth Mephit 3: Fire Mephit 4: Ice Mephit 5: Ooze Mephit 6: Dust Mephit 7: Salt Mephit 8: Steam Mephit Magical Books: A magical book flies around as if alive and is often capable of powerful magical spells. Level: 1: Book of Minor Magic 2: Book of Minor Buffs 3: Book of Minor Summons 4: Book of Afflictions 5: Book of Fireballs 6: Book of Shadows 7: Book of Major Buffs 8: Book of Dispel
  14. DocRob

    Templar -Updated 2018_

    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 -Skills: Concentration, Craft (not trap), Discipline, Heal, Hide, Listen, Lore, Parry, Persuade, Spellcraft, Taunt -Attack bonus growth: Full (Fighter) -Saving Throws: Fighter -Primary attribute: Wis REQUIREMENTS: Feats: Martial Weapon Proficiency Skills: Discipline 6, Lore 6 Other: Cleric or Paladin, Base Attack Bonus 3 ABILITIES: Level 1: Scribe Scroll 2: 3: Brew Potion 4: 5: Craft Wand 6: 7: 8: 9: 10: Each level, a Templar gains spellcasting levels as if he/she had leveled in his/her primary divine spellcasting class. 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 next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.
  15. 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. Another difference with monks is that gods seldom have any impact upon a Purist of the Flame, they do not often worship gods, and if they do it will most always be a god that holds a strong bond with the flames. The Purists of the world vary greatly; from the rebel who strives to fight against tyranny to the cold hearted villain who uses his powers to oppress and exploit the people. However they all share a common goal towards perfection and respect of the inner flame. - Hit Die: d8 - Proficiencies: - - Skill Points: 6 + Int Modifier -Skills: Appraise, Concentration, Discipline, Heal, Intimidate, Move Silently, Persuade, Search, Spot, Tumble -Attack bonus growth: mid (Bard/Rogue) -Saving throws: Monk -Primary attribute: Con REQUIREMENTS: Feats: Strong Soul (level 1 only feat), Toughness Skills: Discipline 3, Concentration 6 Other: Base Attack Bonus 2, No Lawful ABILITIES: Level 1: Improved Unarmed Strike, Evasion, Flurry of Blows, Burning Hands 2: Cleave, Remove Disease, Ignite 3: 4: Ki Strike, Weapon Focus Unarmed, Wall of Flame 5: Spring Attack 6: Damage Reduction 3, Called Shot, Spiral Fireball 7: Ki Strike 2 8: Improved Knockdown, Expertise, Pulse of Fire, Burning Hands 2 9: AC +2, Aura of Fire, Ignite 2 10: Wall of Flame 2 11: Purity of Body, Ki Strike 3, Spiral Fireball 2 12: Damage Reduction 6, Epic Weapon Specialisation Unarmed, Pulse of Fire 2 13: Blinding Speed, Aura of Fire 2 14: Ki Strike 4, Fire Immunity 15: Improved Expertise 16: Flame Doppelganger Burning Hands: A thin sheet of searing flame shoots from your outspread fingertips. You must hold your hands with your thumbs touching and your fingers spread the sheet of flame is about as thick as your thumbs. Any creature in the area of the flames suffers 1d4 points of fire damage per your caster level (maximum 5d4). Wall of Flame: Creates a wall of fire that burns any creature entering the area around the wall. Those moving through the AOE are burned for 4d6 fire damage Spiral Fireball: A fireball is a burst of flame that detonates with a low roar and inflicts 1d6 points of damage per caster level (maximum of 10d6) to all creatures within the area. Unattended objects also take damage. The explosion creates almost no pressure. Pulse of Fire: A wave of energy emanates from the creature which affects all within 10ft. Damage can be reduced by half for all damaging variant D6(HD+ CHA) Flame Doppelganger: Create a fiery version of the character to help them fight.
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