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.of her choice among the following:Mastery of Elements: The archmage can alter an arcane spellwhen cast so that it utilizes a different element than the one itnormally does.For example, an archmage could cast a fireball thatdoes sonic damage instead of fire damage.This ability can only alter spells with the acid, cold, fire,electricity, or sonic designators.As with using metamagic feats,classes that prepare spells must prepare the spell in this manner,while those that do not prepare spells may alter the spell when cast asa full-round action.Unlike metamagic feats, this does not change thelevel of the spell.Arcane Reach: The archmage can use touch spells on targets up to30 feet away.If the spell requires a touch attack (melee or ranged),the archmage must make a ranged touch attack.If selected a secondtime as a special ability, it increases the distance to 60 feet.Spell-Like Ability: The archmage can use one of her arcane spellslots to permanently prepare one of her arcane spells as a spell-likeability that can be used three times per day.The archmage does notuse any components when casting the spell, although a spell thatcosts XP to cast still does so and a spell with a costly materialcomponent instead costs her 10 that amount in XP.The spell normally uses a spell slot of the spell s level, althoughthe archmage can choose to make a spell modified by a metamagicfeat into a spell-like ability at the appropriate spell level.Forexample, the archmage can make lightning bolt into a spell-likeability by using a 3rd-level spell slot to do so, or a Maximizedlightning bolt into a 6th-level spell-like ability.The archmage may use an available higher-level spell slot to beable to use the spell-like ability more often.Using a slot 3 levelshigher allows her to cast it six times per day, and a slot 6 levelshigher lets her cast it nine times per day.For example, Hezark thearchmage is a pyromaniac and never wants to be denied the ability toForgotten Realms Guidelines 10 Divine Champion on page 37 of the Player s Handbook or any feat with the [Fighter]Even the most pacifistic deities need servants who can defend their designator in Chapter 4: Characters from this book.worshippers and advance their interests.Divine champions are Divine Wrath: The divine champion channels a portion of hismighty warriors who dedicate themselves to their deity's cause, patron s power into wrath, giving him +3 to hit, damage, and savingdefending holy ground, destroying enemies of the church, and slaying throws for a number of rounds equal to his Charisma modifier.mythical beasts and clerics of opposed faiths.For deities who do not During this time, the divine champion also has damage reductioncount paladins among their followers, divine champions fill the role 5/.This is a supernatural ability that can be used once per day,of the church-sponsored warrior.invoked as a free action.Most divine champions come from a combat or militarybackground.Barbarians, fighters, monks, paladins, and rangers arethe most common divine champions, but some of the more militantclerics and druids decide to become divine champions.Bards, rogues,sorcerers, and wizards rarely become divine champions unless theyare particularly devout and skilled in warfare.Hit Die: d10RequirementsTo qualify to become a divine champion (DCh) of a particular deity,a character must fulfill all the following criteria.Base Attack Bonus: +7Feats: Weapon Specialization in the deity s favored weapon.Skills: Knowledge (religion) 3 ranksPatron: A divine champion must have a patron deity, and it mustbe the deity of whom she is a champion.Class Base Fort Ref WillSpecialLevel Attack Save Save Save1st +1 +2 +2 +0 Lay on Hands2nd +2 +3 +3 +0 Fighter Feat, Sacred Defenses +13rd +3 +3 +3 +1 Smite Infidel4th +4 +4 +4 +1 Fighter Feat, Sacred Defenses +25th +5 +4 +4 +1 Divine WrathAlignment: Same as deity s alignment.Class SkillsThe divine champion's class skills (and the key ability for each skill)are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str),Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str).See Chapter 4: Skills in the Player s Handbook for skill descriptions.Skill Points at Each Level: 2 + Int modifier.Class FeaturesAll the following are class features of the divine champion prestigeclass.Weapon and Armor Proficiency: A divine champion is proficientwith all simple and martial weapons, light armor, medium armor, andshields.Sacred Defenses: Add this value to the divine champion s savingthrows against divine spells, as well as the spell-like and supernaturalabilities of outsiders [ Pobierz całość w formacie PDF ]

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