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Richiesta d'aiuto per creazione di un gruppo di pg mercenari.


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Mi servirebbe il vostro aiuto per darmi delle linee guida sulle build di questi PG:

 

  • Un barbaro/GUERRIERO C/B che intimidisce i suoi nemici urlando come un invasato e mena fendenti usando il Falchion
  • Un'amazzone arciera C/N, ovviamente questa è facile ranger( senza compagno animale)
  • Un bardo/cantastorie che supporta i suoi compagni in battaglia , ma che diffcilmente impugnerà un'arma
  • Un combattente armato di due asce che è convinto di essere un cane
  • Un guerriero agile( rogue?) che combatte con 2 daghe
  • Un oracolo della vita che combatte con un polearm comportandosi come un reach cleric.
  •  


Inoltre i personaggi devono soddisfare questi prerequisiti
1) Tutti devono essere umani
2) 15 point build
3) Hanno 62000 gold a testa da spendere, ma un ogni singolo oggetto non può superare il valore di 10000 gold
4) 10° livello
5) Si comportano come dei completi idioti

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@ kayn: non siamo in D&D 3.5 :)

Per il guerriero agile oltre al ladro sono belli anche lo swashbuckler o lo slayer (Advanced Class Guide)

Scusa ma mi ero scordato di scriverlo, ma niente classi ibride, ci avevo pensato anch'io ma il DM, non conoscendole bene, preferisce che non si usino.

O quello, o il Mad Dog: rinucia ad alcuni poteri d'ira ma ottiene un compagno animale (nel suo caso magari un cane o un lupo)

Non compagni animali, comunque il barbaro che morde anche è figo... quindi farebbe 2 attacchi base con l'ascia nella mano primaria + 1 con l'arma secondaria e + 1 con il morso full BAB? Gli attacchi naturali uff... non ci ho mai capito nulla...

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Se a qualcuno interessa ho( abbiamo) creato i PG.

Spoiler:  
Anfiarao

Male human oracle (dual-cursed oracle) 10 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)

NG Medium humanoid (human)

Init +7; Senses Perception -2

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Defense

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AC 24, touch 14, flat-footed 23 (+8 armor, +2 deflection, +1 Dex, +1 luck, +2 natural)

hp 98 (10d8+50)

Fort +9, Ref +7, Will +9

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Offense

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Speed 30 ft.

Melee +2 cold iron bardiche +14/+9 (1d10+8/17-20)

Oracle (Dual-Cursed Oracle) Spells Known (CL 10th; concentration +14)

. . 5th (3/day)—breath of life (DC 19), mass cure light wounds, righteous might, telekinesis

. . 4th (6/day)—cure critical wounds, divine power, healing warmth[ARG], wall of fire

. . 3rd (7/day)—bestow curse (DC 17), chain of perdition[uC], cure serious wounds, cure serious wounds, prayer

. . 2nd (7/day)—bull's strength, cure moderate wounds, cure moderate wounds, ghostbane dirge[APG] (DC 16), levitate, minor image (DC 16), oracle's burden[APG] (DC 16), resist energy

. . 1st (7/day)—cure light wounds, cure light wounds, divine favor, ill omen[APG], protection from evil, sanctuary (DC 15), shield of faith

. . 0 (at will)—create water, detect magic, detect poison, ghost sound (DC 14), guidance, light, mage hand, mending, read magic, resistance, stabilize

. . Mystery Battle

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Statistics

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Str 19, Dex 12, Con 16, Int 7, Wis 7, Cha 18

Base Atk +7; CMB +11; CMD 25

Feats Combat Reflexes, Death Or Glory[uC], Extra Revelation[APG], Improved Critical (bardiche), Improved Initiative, Power Attack, Toughness, Weapon Focus (bardiche)

Traits indomitable faith, reactionary

Skills Diplomacy +17, Knowledge (planes) +11, Knowledge (religion) +11

Languages Celestial, Common

SQ oracle's curses (haunted, tongues), revelations (battlecry, combat healer, misfortune, skill at arms, weapon mastery)

Combat Gear jingasa of the fortunate soldier, quick runner's shirt, wand of bless (50 charges), wand of cure light wounds; Other Gear +2 mithral breastplate, +2 cold iron bardiche, amulet of natural armor +2, belt of giant strength +2, cloak of resistance +3, handy haversack, headband of alluring charisma +2, ring of protection +2, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, 965 gp

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Special Abilities

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Battlecry +2 (3/day) (Ex) Allies in 100 ft gain +2 to hit, skills, and saves for 4 round(s).

Combat Healer (1/day) (Ex) Cast "cure" spells as swift actions for 2 slots.

Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Death or Glory (+4) Gain +4 on attack, damage, and critical rolls vs. Large or larger opponents

Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.

Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.

Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.

Tongues (-Choose-) You can only understand and speak one language in combat.

Spoiler:  
Atalanta

Female human ranger (guide, skirmisher) 10 (Pathfinder RPG Advanced Player's Guide 125, 128)

LN Medium humanoid (human)

Init +7; Senses Perception +15

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Defense

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AC 26, touch 17, flat-footed 21 (+7 armor, +2 deflection, +5 Dex, +2 natural)

hp 79 (10d10+20)

Fort +11, Ref +15, Will +8

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Offense

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Speed 30 ft.

Melee +1 longsword +13/+8 (1d8+3/19-20)

Ranged +2 darkwood composite longbow +18/+13 (1d8+4/×3)

Special Attacks combat style (archery), ranger's focus, ranger's luck

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Statistics

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Str 14, Dex 21, Con 12, Int 9, Wis 14, Cha 7

Base Atk +10; CMB +12; CMD 29

Feats Deadly Aim, Endurance, Improved Snap Shot[uC], Manyshot, Point Blank Master[APG], Point-blank Shot, Precise Shot, Rapid Shot, Snap Shot[uC], Weapon Focus (longbow)

Traits magical knack, reactionary

Skills Climb +10, Handle Animal +11, Perception +15, Ride +13, Spellcraft +7, Stealth +18, Survival +15, Swim +10

Languages Common

SQ favored terrains (forest +2, underground +4), hunter's tricks, hunter's tricks (hunter's trick [distracting attack], hunter's trick [hobbling attack], hunter's trick [tangling attack]), swift tracker, terrain bond, track +5, wild empathy +8, woodland stride

Combat Gear pearl of power (1st level) (5), wand of abundant ammunition (50 charges), wand of cure light wounds, durable arrow; Other Gear +2 mithral kikko armor, +1 longsword, +2 darkwood composite longbow (+2 Str), arrows (40), amulet of natural armor +2, belt of incredible dexterity +2, chime of opening, cloak of resistance +3, efficient quiver, handy haversack, ring of protection +2, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, torch (10), trail rations (5), waterskin, 745 gp

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Special Abilities

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Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).

Favored Terrain (Underground +4) (Ex) +4 to rolls when in Favored Terrain (Underground).

Hunter's Trick (Distracting Attack) (Ex) The ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Hunter's Trick (Hobbling Attack) (Ex) The ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.

Hunter's Trick (Tangling Attack) (Ex) The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Hunter's Tricks (7/day) (Ex) Various tricks.

Improved Snap Shot You threaten an additional 10 feet with Snap Shot

Magical Knack (Ranger [Guide, Skirmisher]) +2 CL for a specific class, to a max of your HD.

Manyshot You can shoot two arrows as the first attack of a full attack action.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Ranger's Focus +6 (4/day) (Ex) +6 to hit and damage focused target.

Ranger's Luck (1/day) (Ex) Reroll an attack roll or make an enemy who just hit you reroll an attack roll.

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon

Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.

Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.

Track +5 Add the listed bonus to survival checks made to track.

Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Woodland Stride (Ex) Move through undergrowth at normal speed.

Spoiler:  
Autolico

Male human slayer 10 (Pathfinder RPG Advanced Class Guide 53)

CN Medium humanoid (human)

Init +3; Senses Perception +13

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Defense

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AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 luck)

hp 79 (10d10+20)

Fort +11, Ref +13, Will +8

Defensive Abilities evasion, trap sense +3

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Offense

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Speed 30 ft.

Melee +2 cold iron kukri +17/+12 (1d4+8/15-20) or

. . +2 cold iron kukri +17/+12 (1d4+5/15-20)

Ranged +1 composite longbow +14/+9 (1d8+3/×3)

Special Attacks sneak attack +3d6, studied target +3 (3rd, swift action)

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Statistics

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Str 22, Dex 16, Con 12, Int 10, Wis 10, Cha 8

Base Atk +10; CMB +16; CMD 30

Feats Extra Slayer Talent[ACG], Extra Slayer Talent[ACG], Improved Critical (kukri), Improved Two-weapon Fighting, Iron Will, Power Attack, Two-weapon Fighting, Two-weapon Rend, Weapon Focus (kukri)

Skills Acrobatics +13, Bluff +12, Climb +14, Disable Device +16, Heal +6, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (local) +4, Perception +13, Ride +9, Stealth +16, Survival +13, Swim +13

Languages Common

SQ combat style (two-weapon combat), slayer talents (evasion, opportunist, ranger combat style, ranger combat style, ranger combat style, slowing strike, trapfinding), stalker, track +5, trapfinding +5

Combat Gear jingasa of the fortunate soldier, quick runner's shirt, caltrops; Other Gear +2 mithral kikko armor, +1 composite longbow (+2 Str), +2 cold iron kukri, +2 cold iron kukri, belt of physical might +2 (Str, Dex), cloak of resistance +3, handy haversack, ring of feather falling, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 1,488 gp

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Special Abilities

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Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.

Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.

Ring of feather falling Feather fall activates if you fall more than 5 ft.

Slowing Strike (DC 15) (Ex) Foes dam by sneak attack are half speed for d4 rds (Fort neg).

Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.

Track +5 Add the listed bonus to survival checks made to track.

Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.

Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

Two-Weapon Rend Deal extra 1d10+9 if you hit a foe with both main and off hand weapons.

Spoiler:  
Iolao

Male human bard (savage skald) 10 (Pathfinder RPG Advanced Player's Guide 84)

CG Medium humanoid (human)

Init +5; Senses Perception -1

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Defense

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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)

hp 68 (10d8+20)

Fort +7, Ref +13, Will +9; +4 vs. bardic performance, language-dependent, and sonic

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Offense

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Speed 30 ft.

Melee +1 rapier +9/+4 (1d6+2/18-20)

Ranged +2 composite shortbow +10/+5 (1d6+3/×3)

Special Attacks bardic performance 27 rounds/day (move action; countersong, dirge of doom, distraction, incite rage [DC 20], inspire competence +3, inspire courage +2, inspire greatness, inspiring blow, song of the fallen)

Bard (Savage Skald) Spells Known (CL 10th; concentration +15)

. . 4th (2/day)—hold monster (DC 21), virtuoso performance[uM]

. . 3rd (4/day)—arcane concordance[APG], confusion (DC 20), haste, terrible remorse[uM] (DC 20)

. . 2nd (5/day)—allegro[uM], cacophonous call[APG] (DC 19), glitterdust (DC 17), hold person (DC 19), whip of spiders[ACG]

. . 1st (7/day)—charm person (DC 18), grease, remove fear, saving finale[APG] (DC 16), silent image (DC 16)

. . 0 (at will)—daze (DC 17), detect magic, ghost sound (DC 15), light, prestidigitation, read magic

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Statistics

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Str 13, Dex 16, Con 12, Int 12, Wis 8, Cha 21

Base Atk +7; CMB +8; CMD 21

Feats Greater Spell Focus (enchantment), Lingering Performance[APG], Point-blank Shot, Precise Shot, Spell Focus (enchantment), Weapon Focus (longbow)

Traits charming, reactionary

Skills Bluff +18 (+19 vs. characters who could be attracted to you), Diplomacy +18 (+19 vs. characters who could be attracted to you), Escape Artist +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perform (act) +18, Perform (comedy) +18, Perform (dance) +18, Perform (oratory) +18, Perform (wind instruments) +18, Sleight of Hand +8, Spellcraft +6, Stealth +11, Use Magic Device +18

Languages Common, Elven

SQ bardic knowledge +5, lore master 1/day, versatile performances (act, comedy, oratory)

Combat Gear pearl of power (1st level) (5), pearl of power (2nd level), wand of cure light wounds, wand of invisibility; Other Gear +2 mithral kikko armor, +1 rapier, +2 composite shortbow (+2 Str), arrows (20), belt of physical might +2 (Str, Dex), cloak of resistance +3, handy haversack, headband of alluring charisma +2, ring of eloquence, backpack, bedroll, belt pouch, Cetra, flint and steel, hemp rope (50 ft.), ink, black, inkpen, journal, mess kit, mirror, pot, soap, torch (10), trail rations (5), waterskin, 333 gp

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Special Abilities

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Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.

Bardic Performance (move action, 27 rounds/day) Your performances can create magical effects.

Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.

Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.

Lingering Performance Bardic Performances last 2 rds after you stop concentrating.

Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

Versatile Performance (Acting) +18 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks

Versatile Performance (Comedy) +18 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks

Versatile Performance (Oratory) +18 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Spoiler:  
HERCULEEEEEEEEEEEEEEEEEEEEEES

Male human barbarian (invulnerable rager) 4/fighter (weapon master) 6 (Pathfinder RPG Advanced Player's Guide 79, 109)

CG Medium humanoid (human)

Init +4; Senses Perception +11

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Defense

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AC 25, touch 15, flat-footed 23 (+8 armor, +2 deflection, +2 Dex, +1 luck, +2 natural)

hp 90 (10 HD; 6d10+4d12+26)

Fort +14, Ref +8, Will +6; +2 bonus vs. effects targetting a Falchion held by you, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'

DR 2/—, 4/lethal; Resist extreme endurance

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Offense

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Speed 40 ft.

Melee +2 cold iron falchion +19/+14 (2d4+10/15-20)

Ranged +1 composite longbow +13/+8 (1d8+3/×3)

Special Attacks rage (12 rounds/day), rage powers (superstition +3, witch hunter), reliable strike, weapon training

--------------------

Statistics

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Str 20, Dex 14, Con 14, Int 13, Wis 10, Cha 10

Base Atk +10; CMB +15 (+17 dirty trick); CMD 30 (32 vs. dirty trick, 32 vs. disarm, 32 vs. sunder)

Feats Cleave, Combat Expertise, Cornugon Smash, Dazzling Display, Improved Critical (falchion), Improved Dirty Trick, Intimidating Prowess, Power Attack, Shatter Defenses, Weapon Focus (falchion)

Traits omen, reactionary

Skills Acrobatics +7 (+11 to jump), Climb +12, Diplomacy +10, Intimidate +19, Perception +11, Ride +9, Survival +7, Swim +10

Languages Common, Undercommon

SQ fast movement, weapon guard

Combat Gear jingasa of the fortunate soldier, quick runner's shirt; Other Gear +2 mithral mountain pattern armor, +1 composite longbow (+2 Str), +2 cold iron falchion, arrows (20), amulet of natural armor +2, belt of physical might +2 (Str, Dex), cloak of resistance +3, handy haversack, ring of protection +2, backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 5 gp

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Special Abilities

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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.

Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Damage Reduction (2/-) You have Damage Reduction against all attacks.

Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage

Dazzling Display (Falchion) Intimidate check to demoralize can affect those within 30' who see you.

Extreme Endurance (-Choose-) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.

Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.

Omen (1/day) As a swift action, Demoralize an opponent.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.

Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Reliable Strike: Falchion (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon

Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

Weapon Guard +2: Falchion (Ex) +2 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.

Weapon Training +1: Falchion (Ex) +1 to hit and damage with your chosen weapon.

Witch Hunter +2 (Ex) Bonus to damage spellcasters while raging.

Spoiler:  
Tideo

Male human barbarian (invulnerable rager) 10 (Pathfinder RPG Advanced Player's Guide 79)

N Medium humanoid (human)

Init +5; Senses Perception +13

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Defense

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AC 24, touch 15, flat-footed 21 (+7 armor, +3 Dex, +2 luck, +2 natural)

hp 110 (10d12+40)

Fort +13, Ref +9, Will +6; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'

DR 10/lethal, 5/—; Resist fire 2, extreme endurance

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Offense

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Speed 40 ft.

Melee +2 cold iron handaxe +16/+11 (1d6+7/×3) or

. . +2 cold iron handaxe +16/+11 (1d6+7/×3)

Ranged +1 composite longbow +14/+9 (1d8+3/×3)

Special Attacks rage (25 rounds/day), rage powers (animal fury, eater of magic, spell sunder, strength surge +10, superstition +4, witch hunter)

--------------------

Statistics

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Str 20, Dex 17, Con 16, Int 7, Wis 11, Cha 7

Base Atk +10; CMB +15; CMD 31

Feats Double Slice, Extra Rage Power[APG], Improved Two-weapon Fighting, Power Attack, Two-weapon Fighting, Weapon Focus (handaxe)

Traits fate's favored, reactionary

Skills Acrobatics +12 (+16 to jump), Climb +9, Handle Animal +3, Perception +13, Survival +9, Swim +13

Languages Common

SQ fast movement

Combat Gear jingasa of the fortunate soldier, quick runner's shirt; Other Gear +2 mithral kikko armor, +1 composite longbow (+2 Str), +2 cold iron handaxe, +2 cold iron handaxe, arrows (20), amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of resistance +3, handy haversack, backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 48 gp

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Special Abilities

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Animal Fury (Ex) Gain a d4 bite attack while raging

Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage

Damage Reduction (5/-) You have Damage Reduction against all attacks.

Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.

Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.

Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Fate's Favored Increase luck bonuses by 1.

Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.

Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's

Strength Surge +10 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.

Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

Witch Hunter +3 (Ex) Bonus to damage spellcasters while raging.

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