01 fevereiro 2005

Marcas Dracônianas

Marca da Cura

Menor:
Cure light wounds ou lesser restoration 1/day;
+2 bonus on Heal checks

Pequena:
Cure serious wounds, neutralize poison, remove desease or restoration 1/day

 Maior:
Heal 1/day


Siberys
Mass Heal 1/day





Marca do Sentinela

Menor:
Mage armor, protection from arrows, shield of faith or shield other 1/day
+2 bonus to Sense Motive checks

Pequena:
Protection from energy, lesser globe of invulnerability 1/day

 Maior:
Globe of invulnerability 1/day


Siberys
Mind blank 1/day

Ritual of Fire

You forge a bond with your chosen item by enduring the destructive power of a fiery conflagration.
Prerequisite: Base attack bonus +3.
Task: While holding the chosen item, you must voluntarily fail a saving throw against a fire spell cast by an enemy whose caster level equals or exceeds your character level. The spell must be capable of dealing damage equal to at least half your full normal hit points.
You may not use any means (including spells such as resist energy) to protect yourself from the fire damage
dealt by the spell. You need not survive the damage to complete the task.
Ceremony: Within 24 hours of completing the task, you must complete a 1-hour ceremony of prayer in front of a bonfire or similar conflagration.
Benefit: You gain a +1 bonus on saving throws against spells or effects with the fire descriptor.
True bond Benefit: You gain resistance to fire 10.
Typical Items: This ritual can be used with any armor shield, weapon, cloak, ring, or helm.

Wild Magic Powers

Wild Magic Powers

Characteristics
- Creature becames chaotic.
- Creature cannot be ressurrected by any means.
- Appears a purple mark like a lightining over the left eye.
- Ceature becames a wild magic area, that make necessery a test for wild magic every time he cast a spell. (Forgotten Realms pg. 55)

Wild Fire Wild Magic Ranged Attack
Att Will ✦ Range
Standard Action
Requirement: You must have at least one unused Arcane Spell
Range: Blast 200 fts
Save: Reflex (spell level used)
Effect: Consumes Arcane Power to create a line of fire.
Hit: 1d4 / spell level
Spell Control: Spell Craft DC 5 / spell level consumed
Miss Control: Half damage on the caster and the fire goes normally.

Wild Heal Wild Magic Touched Power
Att Will ✦ Close
Standard Action
Requirement: You must have at least one unused Arcane Spell.
Target: Creature Touched
Efect: Consumes Arcane Power allow target to recover lost hit points. 2 / spell level
Spell Control: Spell Craft DC 5 / spell level consumed
Miss Control: Heal Limit falls half.

Wild Dispel Wild Magic Touched Power
Att Will ✦ Range
Immediate
Requirement: You must have at least one unused Arcane Spell
Range: Burst 5fts / power level
Attack: Spell Craft + spell level vs. 20 + Effect Caster Level + Effect Level
Effect: Consumes Arcane Spell to Dispel a Magic Effect. If Effect is a Magic Object DC+10. If Effect is an Artifact DC+20
Spell Control: Spell Craft DC 10 + 5 / spell level consumed
Miss Control: Empower the Magic Effect or Trigger it.

Emulate Spell Wild Magic Power
Att Will
Standard Action
Requirement: You must have at least one unused Arcane Spell
Effect: Consumes Arcane Spell to Cast any known spell. To emulate an spell is necessary to spend 3 times its original cost. Eg: To cast a first level spell is necessary to consume a third level spell. To cast a fourth level spell is necessary to consume a eight level spell plus a fourth level spell or any combination that makes a sum equal 12.
Spell Control: Spell Craft DC 5 / spell level consumed
Miss Control: Triggers a wild magic effect

Lycanthropy as Affliction

Any Form
+2 Wisdom
Low-Light Vision
Scent: A werewolf gains a +4 racial bonus on Survival checks when tracking by scent.
Hit Dice: 2d8+6 (Use to calculate Savings, Base Attack Bonus, Skill and Feats)
Skill Points: 2+Int
+2 natural armor bonus in any form
Iron Will
Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Level adjustment: +2

Werewolf or Wolf Form
+2 Str
+4 Dex, Con
Damage Reduction 5/silver
Bite dmg 1d6, Claws dmg 1d4

Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to animal or hybrid form ruins the character’s armor and clothing (including any items worn) if the new form is larger than the character’s natural form; carried items are simply dropped. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds on a DC15 Fortitude save. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.

CONTROL SHAPE (WIS)
Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.
Check (Involuntary Change): An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.

Involuntary Change Control Shape DC
Resist involuntary change 25

On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character aware of his condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn.

Check (Voluntary Change): In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.

Involuntary Change Control Shape DC
Return to humanoid form (full moon*) 25
Return to humanoid form (not full moon) 20
Assume hybrid form 15
Voluntary change to animal form (full moon) 15
Voluntary change to animal form (not full moon) 20

* For game purposes, the full moon lasts three days every month.

Retry (Voluntary Change): A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.

Regras de Magias Arcanas

Metamagic Feets
Empower Spell, Enlarge Spell, Maximize Spell e semelhantes.
- Podem ser usadas 3 vezes por dia.
- Nao precisa memorizar para usar.
- Nivel da magia + ajuste de nivel do feet deve ser menor ou igual ao circulo maximo de alcance do mago.

Memorizando magia
- Na hora de memorizar, eh possivel converter uma magia de nivel mais alto em magias de nivel mais baixo. Ex: 1 de quinto em 2 de segundo e uma de primeiro.

Tabela de Fumble

Para as regras de Fumble, deve se utilizar a tabla que se segue.
Quaquer sujestão é bem vinda.

Fumble Table by Chefin