Post by Tempus on Mar 17, 2010 18:50:58 GMT -5
Only elements marked with a * are changed. All other aspects remain unchanged.
Last Updated: 11.14.10
Barbarian Rage:
A Barbarian can enter a rage that grants them superhuman strength. Starting at 1st level, they may enter the rage once per day, which increases by one use per day every 4 levels until level 15 when it becomes a greater rage. The bonuses applied are:
+4 Strength and Constitution, +2 to will saves in exchange for a –2 AC.
*+2 AB, Damage, Fortitude, Concentration, Discipline, Intimidate
* Class level x 5 Temp Hitpoints
Barbarian Greater Rage:
A Barbarians rage transforms at level 15 to a greater rage. This replaces the normal rage. Use of the greater rage is 4 times a day at level 15, 5 times a day at 16 and is increased by one every 4 levels into epic levels. The bonuses applied are:
+6 Strength and Constitution, +3 to will saves in exchange for a –2 AC.
*+4 AB, Damage, Fortitude, Concentration, Discipline, Intimidate, Will
* Class level x 10 Temp Hitpoints
Barbarian Mighty Rage:
The Barbarian has honed their fighting skills to epic levels. 3 times a day, the Barbarian may also enter a frenzied state of a the Mighty Rage. The bonuses applied (above and beyond any already applied rages) are:
+8 Strength and Constitution, +4 to will saves.
*+8 AB, Damage, Fortitude, Concentration, Discipline, Intimidate, Will
* Class level x 20 Temp Hitpoints
Barbarian Terrifying Rage:
When raging, enemies with HD less than the barbarian makes a will save against the barbarians intimidate skill + 1d10, or be feared for 1d6 rounds. Opponents with up to twice the barbarians HD will not flee but instead receive a –2 penalty to AB and all saves. Creatures with 2 times the barbarians HD are unaffected.
*DC 1d20 + intimidate skill
*Failed saves receive –4 to AB and Universal Saves for 1d6 rounds
Craft Harper Item:
At 5th level, Harper Scouts can create a magical potion. The cost of each potion is 60 gold and 5 XP. The potions created are Cats Grace and Eagle’s Splendor.
*1000 gp and 100 XP per potion
*Potion Created: Liquid Smoke- Charisma 1d3+1, +2 Universal Saves, +6 Regeneration
*Potion Created: Menergy- Constitution 1d3+1, +3 AB, +3 AC
Tymora’s Smile:
Starting at 3rd level, the Harper Scout can cast a spell once a day. The effects of the spell last 5 turns and grant the following bonuses:
+2 Universal Saves
*Duration 20 turns
*Universal Saves +10
*AC +10 (dodge)
*Effects cannot be dispelled
Wholeness of Body:
At 7th level, Monks can heal themselves once per day. Healing is 2 times the monks level.
*8 times monk level
Shadow Evade:
Starting at 4th level, the Shadow Dancer can cast Shadow Evade three times a day. The effects of the spell last 5 rounds and grant the following bonuses:
5% concealment, damage reduction 5/+1, and +1 to armor class
This improves every 2 levels to 10 then, every 5 levels to 30 as follows:
6: 5/+2 DR, 10% Concealment, +2 AC
8: 10/+2 DR, 15% Concealment, +3 AC
10: 10/+3 DR, 20% Concealment, +4 AC
15: 12/+4 DR, 20% Concealment, +4 AC
20: 14/+5 DR, 20% Concealment, +4 AC
25: 16/+6 DR, 20% Concealment, +4 AC
30: 18/+7 DR, 20% Concealment, +4 AC
*Duration is 15 rounds
*4: 5/+3 DR, 10% Concealment, +1 AC
*6: 5/+4 DR, 15% Concealment, +2 AC
*8: 10/+5 DR, 20% Concealment, +3 AC
*10: 10/+6 DR, 25% Concealment, +4 AC
*15: 12/+7 DR, 30% Concealment, +5 AC
*20: 14/+8 DR, 35% Concealment, +6 AC
*25: 16/+9 DR, 40% Concealment, +7 AC
*30: 18/+10 DR, 45% Concealment, +8 AC
Imbue Arrow:
Starting at 2nd level, the Arcane Archer can shoot an arrow three times a day that explodes on impact as a fireball spell, doing fire damage to all hostile creatures in the area. Creatures are allowed a reflex save w/ a DC of 10 + AA level + dexterity modifier. Damage is as follows:
Imbue: 10d6 + 1d6 per 2 AA levels above 10 - Fire
Magical: Enchant Arrow bonus
Base: base weapon + Strength mod + Weapon Spec. or E Weapon Spec.
*Reflex save halves damage and avoids Knockdown effect
*Imbue: 10d8 Electric + 10d8 Sonic + 1d8 per 2 AA levels above 10 + Knockdown 1 round
*Magical: enchant arrow bonus d6 (applied independant of save)
*Radius increased from Huge (6.6 meters) to Colossal (10 meters)
Seeker Arrow:
Starting at 4th level, the Arcane Archer can shoot an arrow once a day (twice a day at 6th level) that cannot miss its target. Damage is as follows:
Base: (base weapon + Strength Mod + Weapon Spec. or E. Weapon Spec.) x 2
Magical: Enchant Arrow Bonus
*Base: (base weapon + strength mod + Weapon Spec. or E. Weapon Spec.) x 4
*Magical: enchant arrow bonus d20
Hail of Arrows:
At 8th level, the Arcane Archer can shoot a volley of arrows once a day that targets all creatures in the area to a maximum of one creature per Arcane Archer level. Damage is as follows:
Base: base weapon + Strength Mod + Weapon Spec. or E. Weapon Spec.
Magical: Enchant Arrow Bonus
*Magical: enchant arrow bonus d8
Arrow of Death:
At 10th level, the Arcane Archer can fire an arrow once per day that upon the successful hit of a creature, forces that creature to make a fortitude save or be slain. The DC of the save is 20. Damage on a successful save is as follows:
Base: base weapon + Strength Mod + Weapon Spec. or E. Weapon Spec.
Magical: Enchant Arrow Bonus
*DC 26 + Arrow Enchantment Bonus
*Magical: enchant arrow bonus d12
Last Updated: 11.14.10
Barbarian Rage:
A Barbarian can enter a rage that grants them superhuman strength. Starting at 1st level, they may enter the rage once per day, which increases by one use per day every 4 levels until level 15 when it becomes a greater rage. The bonuses applied are:
+4 Strength and Constitution, +2 to will saves in exchange for a –2 AC.
*+2 AB, Damage, Fortitude, Concentration, Discipline, Intimidate
* Class level x 5 Temp Hitpoints
Barbarian Greater Rage:
A Barbarians rage transforms at level 15 to a greater rage. This replaces the normal rage. Use of the greater rage is 4 times a day at level 15, 5 times a day at 16 and is increased by one every 4 levels into epic levels. The bonuses applied are:
+6 Strength and Constitution, +3 to will saves in exchange for a –2 AC.
*+4 AB, Damage, Fortitude, Concentration, Discipline, Intimidate, Will
* Class level x 10 Temp Hitpoints
Barbarian Mighty Rage:
The Barbarian has honed their fighting skills to epic levels. 3 times a day, the Barbarian may also enter a frenzied state of a the Mighty Rage. The bonuses applied (above and beyond any already applied rages) are:
+8 Strength and Constitution, +4 to will saves.
*+8 AB, Damage, Fortitude, Concentration, Discipline, Intimidate, Will
* Class level x 20 Temp Hitpoints
Barbarian Terrifying Rage:
When raging, enemies with HD less than the barbarian makes a will save against the barbarians intimidate skill + 1d10, or be feared for 1d6 rounds. Opponents with up to twice the barbarians HD will not flee but instead receive a –2 penalty to AB and all saves. Creatures with 2 times the barbarians HD are unaffected.
*DC 1d20 + intimidate skill
*Failed saves receive –4 to AB and Universal Saves for 1d6 rounds
Craft Harper Item:
At 5th level, Harper Scouts can create a magical potion. The cost of each potion is 60 gold and 5 XP. The potions created are Cats Grace and Eagle’s Splendor.
*1000 gp and 100 XP per potion
*Potion Created: Liquid Smoke- Charisma 1d3+1, +2 Universal Saves, +6 Regeneration
*Potion Created: Menergy- Constitution 1d3+1, +3 AB, +3 AC
Tymora’s Smile:
Starting at 3rd level, the Harper Scout can cast a spell once a day. The effects of the spell last 5 turns and grant the following bonuses:
+2 Universal Saves
*Duration 20 turns
*Universal Saves +10
*AC +10 (dodge)
*Effects cannot be dispelled
Wholeness of Body:
At 7th level, Monks can heal themselves once per day. Healing is 2 times the monks level.
*8 times monk level
Shadow Evade:
Starting at 4th level, the Shadow Dancer can cast Shadow Evade three times a day. The effects of the spell last 5 rounds and grant the following bonuses:
5% concealment, damage reduction 5/+1, and +1 to armor class
This improves every 2 levels to 10 then, every 5 levels to 30 as follows:
6: 5/+2 DR, 10% Concealment, +2 AC
8: 10/+2 DR, 15% Concealment, +3 AC
10: 10/+3 DR, 20% Concealment, +4 AC
15: 12/+4 DR, 20% Concealment, +4 AC
20: 14/+5 DR, 20% Concealment, +4 AC
25: 16/+6 DR, 20% Concealment, +4 AC
30: 18/+7 DR, 20% Concealment, +4 AC
*Duration is 15 rounds
*4: 5/+3 DR, 10% Concealment, +1 AC
*6: 5/+4 DR, 15% Concealment, +2 AC
*8: 10/+5 DR, 20% Concealment, +3 AC
*10: 10/+6 DR, 25% Concealment, +4 AC
*15: 12/+7 DR, 30% Concealment, +5 AC
*20: 14/+8 DR, 35% Concealment, +6 AC
*25: 16/+9 DR, 40% Concealment, +7 AC
*30: 18/+10 DR, 45% Concealment, +8 AC
Imbue Arrow:
Starting at 2nd level, the Arcane Archer can shoot an arrow three times a day that explodes on impact as a fireball spell, doing fire damage to all hostile creatures in the area. Creatures are allowed a reflex save w/ a DC of 10 + AA level + dexterity modifier. Damage is as follows:
Imbue: 10d6 + 1d6 per 2 AA levels above 10 - Fire
Magical: Enchant Arrow bonus
Base: base weapon + Strength mod + Weapon Spec. or E Weapon Spec.
*Reflex save halves damage and avoids Knockdown effect
*Imbue: 10d8 Electric + 10d8 Sonic + 1d8 per 2 AA levels above 10 + Knockdown 1 round
*Magical: enchant arrow bonus d6 (applied independant of save)
*Radius increased from Huge (6.6 meters) to Colossal (10 meters)
Seeker Arrow:
Starting at 4th level, the Arcane Archer can shoot an arrow once a day (twice a day at 6th level) that cannot miss its target. Damage is as follows:
Base: (base weapon + Strength Mod + Weapon Spec. or E. Weapon Spec.) x 2
Magical: Enchant Arrow Bonus
*Base: (base weapon + strength mod + Weapon Spec. or E. Weapon Spec.) x 4
*Magical: enchant arrow bonus d20
Hail of Arrows:
At 8th level, the Arcane Archer can shoot a volley of arrows once a day that targets all creatures in the area to a maximum of one creature per Arcane Archer level. Damage is as follows:
Base: base weapon + Strength Mod + Weapon Spec. or E. Weapon Spec.
Magical: Enchant Arrow Bonus
*Magical: enchant arrow bonus d8
Arrow of Death:
At 10th level, the Arcane Archer can fire an arrow once per day that upon the successful hit of a creature, forces that creature to make a fortitude save or be slain. The DC of the save is 20. Damage on a successful save is as follows:
Base: base weapon + Strength Mod + Weapon Spec. or E. Weapon Spec.
Magical: Enchant Arrow Bonus
*DC 26 + Arrow Enchantment Bonus
*Magical: enchant arrow bonus d12