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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. 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 abil
  3. 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
  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, -Att
  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 champi
  6. 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
  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
  8. 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
  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 RE
  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, Sear
  11. 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 -Prima
  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 REQUIREM
  13. 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: Summ
  14. 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
  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
  16. 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 -Skills: Animal Empathy, Concentration, Heal, Hide, Listen, Move Silently, Search, Spot, Craft (all) Attack bonus growth: Mid (Bard/Rogue) Saving Throws: Druid Primary attr
  17. 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. - H
  18. The Winter Witch is not necessarily a witch, or even female. However many of them have been named such by local farmers and peasants. In truth the Winter Witch is merely a specialized spellcaster, focusing on ice spells. Note 1: The Winter Witch casts spells on either charisma or wisdom. The highest of the two stats is used to determine if a spell can be cast or not. All spells list the base ability needed to cast them. Note 2: The Winter Witch uses Ice Power to cast spells. Your amount of Ice Power increases as you gain more levels in the Winter Witch Class. All spells list how much Ice Pow
  19. The Wind Sniper, and individual with a strong tie to the winds that circle around all in this world. Utilizing the winds for his arts with the ranged weapons. Many ranged fighters are focused upon shooting, rather than 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 Proficiency Light and Medium - S
  20. The Horselord, an image of a valiant hero, a warrior and his mighty steed. The Horselord's training differs from the normal warriors as they train both body and mind. Through this the bond with their steeds intensifies, making for a stronger and more impressive combination. - Hit Die: d9 - Proficiencies: - - Skill Points: 4 + Int Modifier Skills: Animal Empathy. Concentration, Discipline, Heal, Listen, Lore, Persuade, Search, Spot, Appraise, Craft (not trap). AB full (Fighter) Saving Throws: Ranger Primary attribute: Dex REQUIREMENTS: Feats: M
  21. 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 lycanthrope 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 Attack bonus growth: Mid akin to Bard or Rogue Saving throws: M
  22. 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: - No Additional proficiencies given with this prestige class - Skill Points: 5 + Int Modifier - Class Skills: Animal Empathy, Concentr
  23. Focusing 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 Skill: Appraise, Concentration, Craft(not trap), Discipline, Heal, Lore, Move Silently, Spell Craft, Spot, Tumble AB: full Saving throws: Ranger Primary attribute DEX REQUIREMENTS: Feats: Silent Spell or Sti
  24. The Golem Maker is one of the most extraordinary 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 customize it with build kits, inventions, reinforcements and whatnot. - Hit Die: d6 - Proficiencies: - - Skill Points: 2 + Int Modifier Attack: mid- akin to Bard Cleric etc Saving throws Wizard Primary attribute INT Class Skills: Concentration, Craft, Discipline, Lore, Spot, Use Magic D
  25. 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 possesses 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 Proficiency Light and Medium - Skill Points: 8 + Int Modifier -Attack Bonus Growth: Mid- akin to Bard or Rogue -Saving Throws- Monk -Class Skills: Appraise, Bluff, Craft (all) Heal, Hide, Intimidate, Lore, Persuade, Pickpocket, Taunt,
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