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Wayfarer - Classes Otimizadas



Fiz umas modificações nas classes do Wayfarer. Quem entende inglês vai tirar mais lucro desse post.

Barbarians can wear light or medium armor and use shields.
• They have a +3 bonus to Physical and may expend HP to go into a rage, suffering -2 AC. For every 2 HP expended, gain +1 to melee attack rolls, melee damage rolls, and ignore 1 point each time damage is taken. A Rage may expend a maximum of (Level +1) HP per encounter.
• Barbarians may also use their uncanny senses to add +1 to any roll once per day. This increases by +1 at 5th Level and every five levels on.
• At level 15, a barbarian has attained Weapon Mastery: all incoming weapon damage dealt to him is reduced by 5; and whenever he scores a critical hit, the damage is multiplied by x3 instead of x2.


Bards can use light armor.
• They have a +3 bonus to any one chosen skill.
• They cast Arcane spells with a max Spell Level of 1/3 Level (round down).
• Bards may chose to cast a spell as a Bardic Performance. The Performance takes a full turn, uses chosen skill rather than Level for magic checks, and lowers the spells’ final level by 1.
• At 12th level, a bard may put on a Sublime Performance: by sacrificing 20hp, a bard plays a song that either creates an effect equivalent to a Mass Cure Critical Wounds spell or kills one enemy within 30’ (DC = 10 + Class Level + Mind bonus, Fort negates).


Clerics can wear light or medium amour and use shields.
• They cast divine spells with a Spell Level equal or below ½ their Class Level, and gain +3 bonus to Communication.
• A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day.
• At 20th Level, a cleric has become a Divine Savant. By sacrificing a use of his Turn Undead ability, a cleric emits a burst of light that heals him, and all allies within 20’, for 300 points of damage.


Druids can wear light and medium armor but may never use worked metal.
• They have a +3 bonus to Communication.
• May transform into any creature with HD less than or equal to Caster Level.
• Casts any nature related spell with a Spell Level equal or below ½ their Class Level (rounded down). Spells are cast at +1 HP cost (no signature spells).


Fighters wear any kind of armor and use shields.
• They have a +3 bonus to Physical and add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels on.
• Before making attack rolls for a round, a fighter may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the fighter’s Class Level. The penalty on attacks and bonus on damage apply until his next turn.
• At 6th level and once per round, if the Fighter slays a foe with a melee attack, the fighter may immediately make one extra melee attack against an adjacent foe at the same attack bonus.
• At 9th level, a fighter can make a Focused Strike. Twice per day, when he attacks, the fighter may ignore his target’s armor and shield bonuses to AC for one attack. The fighter must declare he is using this ability before the attack roll is made.
• At level 12, a fighter has attained Weapon Mastery: all incoming weapon damage dealt to him is reduced by 5; and whenever he scores a critical hit, the damage is multiplied by x3 instead of x2.


Monks wear no armor but add both DEX and MIND bonuses to AC.
• They add +3 to Physical.
• Unarmed attacks deal d8 damage and are treated as light weapons.
• Add +1 to AC, ‘saving throws,’ and attack and damage rolls made with unarmed attacks and special monk weapons. This increases at 4th Level, and every four Levels on.
• At level 12, a monk has attained Weapon Mastery: all incoming weapon damage dealt to him is reduced by 5; and whenever he scores a critical hit, the damage is multiplied by x3 instead of x2.


Paladins use any kind armor and use shields except tower shields.
• They have a +3 bonus to Communication.
• Their touch and melee attacks may cure or inflict 1 HP on allies or evil enemies for every 1 HP they exhaust.
• May cast Divine spells with a Spell Level equal to or below ¼ Caster Level (round down).
• They add +1 to all saving throws. This bonus increases by +1 at 5th level and every five levels thereafter (+1 at 1st level, +2 at 5th, +3 at 10th, +4 at 15th, +5 at 20th).
• At 12th level, a paladin has become a Holy Vessel: all weapons used by the paladin, in addition to any other effects they possess, are treated as Holy Burst (+2d6 Holy damage, and an additional +1d10 Holy damage on critical hits).


Rangers use light armor and shields.
• They have a +3 bonus to Subterfuge. They reduce total penalties from additional attacks by +1, increasing by +1 at 6th Level and every five Levels on.
• At 6th Level, may add a second bonus two-weapon/bow attack if they take a further -2 penalty on all attacks that round.
• May cast Divine spells with a Spell Level equal to or below ¼ Caster Level (round down).
• They add +1 to hit and damage with ranged weapons. This bonus increases by +1 at 5th level and every five levels thereafter (+1 at 1st level, +2 at 5th, +3 at 10th, +4 at 15th, +5 at 20th).


Rogues can use light amour.
• They have a +3 bonus to Subterfuge.
• If they successfully Sneak (usually Sub+DEX, but depends on situation) against a foe they can add their Subterfuge skill rank to the damage of their first attack that round.
• At 8th level, a rogue receives a permanent +2 bonus in a skill of his choice.
• At 12th level, a rogue can make a Masterful Strike: after a successful sneak attack, a rogue may choose one of the following three effects to inflict upon his target: Sleep for 1d4 hours, Paralyzed for 2d6 rounds or Death. The target makes a Fortitude save vs. Rogue Level + Intellect (if positive) to avoid this effect.


Sorcerers/Magi wear no amour and gain a +3 bonus to Knowledge.
• They can cast arcane spells with a spell level equal or below 1/2 their class level, rounded up.
• At 6th level and once per day, they may regain lost Mana Points (MP) equal to 2 + Class Level + Mind bonus (if positive).


Wizards wear no armor and add +3 to Knowledge.
• They cast Arcane spells with a Spell Level equal or below ½ their Class Level, (rounded down, minimum 1st).
• May select 2 signature spells/Schools of Magic rather than 1.
• At 6th level and once per day, they may regain lost Mana Points (MP) equal to 2 + Class Level + Mind bonus (if positive).

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