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Sanjuro
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ahojte

pracujem na Advanced (prestige) classes pre moj system d20Warheart. Chcem ich mat co najviac ale uz mi nejak dochadza inspiracia.  :roll: Takze ak ma niekto z vas cas a chut vymysliet nejaku zaujimavu prestige class budem velmi rad. 8)

Kedze moj system je low magic/low fantasy tak by som bol rad keby vacsina vlastnosti postav nebola prilis silna a hlavne nebola magicka ale patrila skor do kategorie Extraordinary. Ak chcete pouzit magicku vlastnost, mala by by spata bud priamo s pouzivanim magie alebo s bozou intervenciou. Prerequizity chcem mat relativne nizke aby nebol problem si prestige class zobrat medzi 5-10 levelom.

Ak pouzijete nejaku predlohu dajme prosim na nu link nech ju mozem dat do copyrightu a samozrejme aj vase prestige classes budu v copyrighte.

co sa tyka formatu je mi to jedno. moze to byt kludne po slovensky a len napisane sposobom:

meno prestige class a strucny popis co je zac...
BAB dobry/priemerny/slaby
HP d12/d10/d8/d6/d4
Ref-Fort-Wil  dobry/priemerny/slaby
Skill pointy a class skilly
a co je hlavne tak specialne schopnosti:na akom levely a popis.

nemusi to byt dopodrobna popisane, pomozu mi aj napady...
mozete ich postovat priamo do toho threadu alebo poslat na moj mail corvus69(at)gmail.com

dik za akukolvek pomoc. Obrázok

_________________
Barbarism is the natural state of mankind.
Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


Naposledy upravil Corvus dňa Št. 01. Jún 2006, 10:17, celkovo upravené 1 krát.

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Sanjuro
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Tu je niekolko Advanced classes na ukazku. Niektore su upravene Prestige classes z DnD.


Elven Sniper

Elven snipers mostly serve as guardians of elven forest kingdoms. They bring swift death to all intruders.

Requirements
Race Elf
Base Attack Bonus: 6+
Far Shot, Point Blank Shot, Precise Shot, Weapon Group (bows), Weapon Focus (bows)
Hide (rural) 6, Move silently (rural) 6, Spot 6

Lev BAB F R W Special Def HP
1 +1 +0 +2 +0 Ranged sneak attack +1 +1 +0
2 +2 +0 +3 +0 Sniping +2 +1
3 +3 +1 +3 +1 Dead aim +3 +2
4 +4 +1 +4 +1 Ranged sneak attack +2 +4 +3
5 +5 +1 +4 +1 Improved precise shot, +5 +3
6 +6/+1 +2 +5 +2 Penetrating shot +6 +4
7 +7/+2 +2 +5 +2 Ranged sneak attack +3 +7 +5
8 +8/+3 +2 +6 +2 Consistent aim +8 +6
9 +9/+4 +3 +6 +3 +9 +6
10 +10/+5 +3 +7 +3 Ranged sneak attack +4 +10 +7


HP:
average
Defense:
good
Class skills:
Balance, Climb, Craft, Hide (rural), Jump, Knowledge (nature), Listen, Move Silently (rural), Spot, Survival, Swim, Tumble and Use Rope.
Skill points:
4+Int
Weapon groups:
basic+3
Armor proficiency:
light

Ranged Sneak Attack: This is exactly like the rogue sneak attack ability. If elven sniper gets a sneak attack bonus from another source the bonuses stack for ranged attacks.

Sniping: Elven sniper can apply his ranged sneak attack bonus at any range.  

Dead Aim: Before making a ranged attack, elven sniper may take a full-round action to line up his shot. This grants him a +2 circumstance bonus on next attack roll. Once he begins aiming, he cannot move, even to take a 5-feet step, until after he makes his next attack, or the benefit of the feat is lost. Likewise, if something disrupts his concentration or someone attacks him before his next action, he loses the benefit of aiming. He may continue aiming after the first round. For each full-round action he spends lining up his shot, the bonus increases by +2 to a maximum of +6.  

Improved Precise Shot:  Elven sniper gains this feat regardless of prerequisites.

Penetrating Shot: As full round action, elven sniper can make single attack with penetration that equals to half of his elven sniper level.

Consistent aim: Once per day, elven sniper can reroll one missed ranged attack.



Witch hunter

Witch hunters spend their lives hunting down and executing heretics. They are generally regarded with fear and distrust, because they frequently consider heresy anything and anyone that they dislike.

Requirements
Race Human
Base attack bonus 3+
Alertness, Iron Will, Persuasive
Knowledge (Religion) 3, Sense Motive 3, Gather Information 3, Intimidate 3


Lev BAB F R W Special Def HP
1 +1 +0 +0 +2 Intimidating presence +1, Bonus feat +1 +1
2 +2 +0 +0 +3 Faith, +2 +2
3 +3 +1 +1 +3 Intimidating presence +2 +3 +3
4 +4 +1 +1 +4 Bonus feat +4 +4
5 +5 +1 +1 +4 Intimidating presence +3 +5 +5
6 +6/+1 +2 +2 +5 Slippery mind +6 +6
7 +7/+2 +2 +2 +5 Intimidating presence +4 +7 +7
8 +8/+3 +2 +2 +6 Bonus feat +8 +8
9 +9/+4 +3 +3 +6 Intimidating presence +5 +9 +9
10 +10/+5 +3 +3 +7 Bonus feat +10 +10

HP:
good
Defense:
good
Class skills:
Bluff, Diplomacy, Concentration, Craft, Gather Information, Intimidate, Listen, Heal, Jump, Knowledge (religion), Profession, Ride, Search, Sense Motive, Spot, Swim.
Skill points:
4+Int
Weapon groups:
Basic+3
Armor proficiency:
All

Class features:

Intimidating Presence: With hunters are feared among the citizens, so they gain bonus to Diplomacy, Intimidate, Sense Motive and Gather Information checks.

Faith: So great is the witch hunter’s faith in his cause, he can resist evil magic through force of will alone. A Witch Hunter may substitute a Will save for any other type of save if the save is for a spell or supernatural ability. Any bonuses, DC, and results of a passed or failed save remain the same, only the save type is changes. This Special Ability cannot be used with other Special Abilities that require or use a Reflex save, such as Evasion.

Slippery Mind: This ability represents the witch hunter’s ability to wriggle free from magical effects that would otherwise control or compel him. If a with hunter with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Bonus Feats: Witch hunter gets a bonus feat. He must still meet all prerequisites for a bonus feat.



Bounty hunter

Bounty hunters live by tracking down wanted criminals, bandits or other undesirables and bringing them to justice.

Requirements
Base Attack Bonus: 3
Track, Alertness
Gather Information 4, Listen 4, Spot 4, Intimidate 4, Use rope 3

Lev BAB F R W Special Def HP
1 +1 +2 +0 +0 Chosen target +1 +1 +0
2 +2 +3 +0 +0 Dead or alive +2 +1
3 +3 +3 +1 +1 Uncanny dodge +3 +2
4 +4 +4 +1 +1 Bonus feat +4 +3
5 +5 +4 +1 +1 Chosen target +2 +5 +3
6 +6/+1 +5 +2 +2 Swift tracker +6 +4
7 +7/+2 +5 +2 +2 Bonus feat +7 +5
8 +8/+3 +6 +2 +2 Improved uncanny dodge +8 +6
9 +9/+4 +6 +3 +3 Bonus feat +9 +6
10 +10/+5 +7 +3 +3 Chosen target +3 +10 +7

HP:
average+
Defense:
good
Class skills:
Bluff, Climb, Craft, Diplomacy, Disguise, Gather Information, Hide (urban), Hide (rural), Intimidate, Jump, Listen, Move Silently (urban), Move Silently (rural), Ride, Search, Sense Motive, Spot, Swim Use Rope.
Skill points:
6+Int
Weapon groups:
Basic+3
Armor proficiency:
light

Class features:

Dead or Alive: Bounty hunter can use a melee weapon that deals lethal damage to deal nonlethal damage instead without –4 penalty on attack roll and can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, without –4 penalty on attack roll.

Chosen Target: Bounty hunter gains specific bonuses against his chosen target. Due to his extensive study of his target and training in the proper techniques for combating them, the Bounty hunter gains a +1 bonus to Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against his chosen target. likewise, he gets a +1 bonus to attack and damage rolls against  his target. He also gets this bonus on Gather Information rolls to locate said target. This bonus increases as bounty hunter gains levels. To gain these advantages the bounty hunter must know the target well or have done some research into the target‘s behavior and techniques (Gather Information DC 15 and a day of research at the target‘s haunts). The Chosen Target bonus only applies to one target at a time for whom the Bounty hunter is searching. If the Bounty hunter is searching for a small group of people the bonus is reduced by half (round down), and for a large group or a the bonus is reduced to one third (round down).

Swift Tracker: Bounty hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Uncanny Dodge: Bounty hunter can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Defense (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Defense if immobilized.
If a bounty hunter already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: A bounty hunter of 5th level or higher can no longer be flanked. This defense denies another bounty hunter the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required flanking the character.

Bonus Feats: Bounty hunter gets a bonus combat-oriented feat. He must still meet all prerequisites for a bonus feat.

Assassin

Assassins are people that make money by murdering people. Most of them are members of some guild, but there are some freelance assassins around.
Requirements
Disguise 4, Hide (urban) 6, Move Silently (urban) 6.

Lev BAB F R W Special Def HP
1 +0 +0 +2 +0 Sneak attack +1, death attack, poison use +1 +0
2 +1 +0 +3 +0 Uncanny dodge +2 +1
3 +2 +1 +3 +1 Sneak attack +2, +3 +2
4 +3 +1 +4 +1 +2 save against poison +4 +3
5 +3 +1 +4 +1 Sneak attack +3 +5 +3
6 +4 +2 +5 +2 Improved uncanny dodge +6 +4
7 +5 +2 +5 +2 Sneak attack +4 +7 +5
8 +6/+1 +2 +6 +2 +8 +6
9 +6/+1 +3 +6 +3 Sneak attack +5 +9 +6
10 +7/+2 +3 +7 +3 Hide in plain sight +10 +7


HP:
average
Defense:
good
Class skills:
Balance, Bluff, Climb, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide (urban), Hide (rural), Intimidate, Jump, Listen, Move Silently (urban), Move Silently (rural), Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble and Use Rope.
Skill points:
6+Int
Weapon groups:
basic+2
Armor proficiency:
light

Class features:

Sneak Attack: This is exactly like the rogue ability of the same name. If an assassin gets a sneak attack bonus from another source the bonuses stack.

Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee or ranged weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons.

Uncanny Dodge: An assassin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Defense (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Defense if immobilized.
If an assassin already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: An assassin can no longer be flanked. This defense denies another assassin the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required flanking the character.

Hide in Plain Sight: An assassin automatically succeeds when he makes Bluff check to create a diversion to hide.

Necromancer
Necromancers are wizards that specialize in creating undead and destroying life force.

Requirements
Spellcraft (necromancy) 5, Knowledge (undead) 5
Spellcasting (necromancy), Spell Focus (necromancy spells), Spell familiarity (necromancy spells), Magic School Familiarity (necromancy)
5 known necromantic spells

Lev BAB F R W Special Known spells Bonus spells Def HP
1 0 +0 +0 +2 Master of the dead, rotting disease 5%, +1 +2 +0 +0
2 +1 +0 +0 +3 Cadaverous appearance +1, spectral hand 1/day +2 +2 +1 +1
3 +1 +1 +1 +3 Hand of the undead (ghoul) 1/day, rotting disease 10% +3 +2 +1 +1
4 +2 +1 +1 +4 Nocturnal lifestyle +1, spectral hand 2/day +4 +3 +2 +2
5 +2 +1 +1 +4 Hand of the undead (ghoul) 2/day, rotting disease 15% +5 +3 +2 +2
6 +3 +2 +2 +5 Cadaverous appearance +2, spectral hand 3/day +6 +3 +3 +3
7 +3 +2 +2 +5 Hand of the undead (vampire) 3/day, rotting disease 20% +7 +4 +3 +3
8 +4 +2 +2 +6 Nocturnal lifestyle +2, spectral hand 4/day +8 +4 +4 +4
9 +4 +3 +3 +6 Hand of the undead (vampire) 4/day, rotting disease 25% +9 +4 +4 +4
10 +5 +3 +3 +7 Cadaverous appearance +3
Nocturnal lifestyle +3, 5hand 1/day +10 +5 +5 +5

HP:
poor
Defense:
poor
Class skills:
Concentration, Craft (any), Decipher Script, Heal, Knowledge (All), Spellcraft (magic school), Profession (any).
Skill points:
4+Int
Weapon groups:
basic+1
Armor proficiency:
none

Spells and Spellcasting
Known spells gained from Necromancer class are added to already known spells.

Bonus spells
Bonus spells are based on Intelligence modifier. Always choose the higher number from your Necromancer or wizard table. Total number of known spells on each level is sum of known spells and bonus spells. Bonus spells cannot be higher than his Intelligence modifier.

Class features:

Master of the Dead: Every level of necromancer class counts as two levels for determining number of undead he can control.

Hand of the Undead: Necromancer can cast spell Touch of the Undead (ghoul or later vampire) as a free action without fatigue and chance of miscasting.

Cadaverous Appearance: As time passes, the character looks more and more like an undead creature. This disability worsens as necromancer gains more levels.

Nocturnal Lifestyle: Necromancer develops an intolerance of light and must hide from the sun. This disability worsens as necromancer gains more levels.

Rotting disease: Rotting disease is a disease carried by undead and other creatures. Necromancer has a raising chance contracting this disease.

Hand of the Undead: Necromancer can cast spell Spectral hand as a free action without chance of miscasting.

_________________
Barbarism is the natural state of mankind.
Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


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Sanjuro
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Založený: 05.02.2006
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Bydlisko: BA
Pohlavie: Muž

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hmmm vyzera to ze som si asi robil zbytocne nadeje na spolupracu...  :roll:

_________________
Barbarism is the natural state of mankind.
Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


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Žoldnier
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Založený: 11.09.2004
Príspevky: 206
Body: 5
Bydlisko: dublin/bb

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nemal som na to cas, a v d20 sa az tak nevyznam. len taky nastrel:

Nebesky Jazdec - ochranuje hranice rise, pouziva gryfa ako dopravu, obratny, ovlada lahke zbrane a luk, vyzna sa v zvieratach, taktika hit and run...

Videl by som to na elfa, pripadne trpaslikov, pretoze gryfovia ziju v horach.

_________________
www.rpg.sk
Slovensko-český portál venovaný stolným RPG hrám
rpginspirations.blogspot.com
Find your RPG inspiration here. One idea a day.


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Sanjuro
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Body: 5
Bydlisko: BA
Pohlavie: Muž

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Crowen: Dik za ideu.. nieco podobne uz mam... je to Cossak a rozdiel oproti tvojmu napadu je len v tom ze je na koni a nie na griffinovi....

inak kludne mi stacia aj takto strukturovane napady + nejake specialne vlastnosti bez nejaky presnych pravidiel...

fakt mi dosla inspiracia... som sa prehrabaval milionom prestige classes na nete ale 90% je owerpowered a kazda ma milion magickych schopnosti...

Cossak

Cossaks are mounted skirmishers. They patrol the borders of their land, keeping an eye out for hostile forces, and other unwelcome guests.

Requirements
Race Human
Base Attack Bonus: 6+
Weapon Group (bows), Mounted Combat, Mounted Archery, Track
Ride 6, Survival 4, Spot 4, Listen 4

Lev BAB F R W Special Def HP
1 +1 +2 +0 +0 1st favored enemy +1 +1
2 +2 +3 +0 +0 Track from the saddle +2 +2
3 +3 +3 +1 +1 Bonus feat +3 +3
4 +4 +4 +1 +1 Fast in the saddle +4 +4
5 +5 +4 +1 +1 2nd favored enemy +5 +5
6 +6/+1 +5 +2 +2 Bonus feat +6 +6
7 +7/+2 +5 +2 +2 Higher ground +7 +7
8 +8/+3 +6 +2 +2 Traveling shot +8 +8
9 +9/+4 +6 +3 +3 Bonus feat +9 +9
10 +10/+5 +7 +3 +3 3rd favored enemy +10 +10


HP:
good
Defense:
good
Class skills:
Craft, Handle Animal, Jump, Knowledge (nature), Listen, Profession, Ride, Spot, Survival, Swim, Tumble and Use Rope.
Skill points:
2+Int
Weapon groups:
basic+3
Armor proficiency:
light
Favored Enemy: A cossak may select a type of creature from same table as ranger. The cossak gains a +2 bonus on Bluff, Listen, Search, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +1 bonus to attack and damage rolls against such creatures.
As cossak gains levels, he may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 1. Cossak’s Favored Enemy bonuses stack with those of ranger.

Track from the Saddle: Rarely dismounted, a cossak gains an eye for tracking, even from horseback. He can use the Track feat from a mount walking at normal speed without penalty to his Survival roll. He also gains this benefit to all search checks from the saddle.

Bonus Feats: Cossak gets a bonus mount or archery related feat. He must still meet all prerequisites for a bonus feat.

Fast in the Saddle: Cossak no longer needs to make a Ride check in order to mount or dismount from a steed as a free action.

Traveling Shot: As scouts and border patrol, often the cossak has to engage a fleeing enemy, or one at extreme range. They are therefore trained in shooting from the saddle of a rapidly moving mount. When using a missile weapon from the saddle, cossak suffers no penalty when attacking during a double move, and only a -2 circumstance penalty to hit when his mount is running. This supersedes the normal penalties associated with shooting from a moving mount, as well as those granted by the Mounted Archery feat.

Higher Ground: Cossak has learned how best to use his elevated position to aid himself in his patrols. As long as he is mounted, he gains a +4 bonus on Spot rolls.

_________________
Barbarism is the natural state of mankind.
Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


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Sanjuro
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Založený: 05.02.2006
Príspevky: 6707
Body: 5
Bydlisko: BA
Pohlavie: Muž

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Tu je zoznam uz exitujucich Advanced (prestige) classes aj s kratkym popisom:

Assassin - Assassins are people that make money by murdering people. Most of them are members of some guild, but there are some freelance assassins around.

Duelist - Duelists are masters in man-on-man combat. They follow a precise code of dueling and mostly use rapiers and pistols.

Dwarven defender - Dwarven defenders are elite dwarven soldiers trained to protect dwarven kingdoms against Greenskins.

Battlemage - Battlemages are wizards that train both their magic and martial power. They mostly serve in armies.

Tunnel fighter - Tunnel fighters are expert fighters in dark and confined spaces, like tunnels, caverns and similar underground environments.

Freelance - A freelance is one of the most feared warriors and a master of the arts of warfare, horsemanship, and personal combat. Just as warriors of lower social orders can become mercenaries, squires or nobles may offer their services as a freelance. A freelance may fight in the ranks of crusaders, commanding the cavalry or terrorizing the enemy as part of some elite mounted unit, or the knight may wander the countryside on some personal quest or vendetta.

Templar - Templars are members of military orders within particular churches.

Inquisitor - The inquisitors are charged with carrying out official church investigations of heresy, demonology, necromancy and witchcraft. Although the inquisitors are few in numbers, they wield great power—not only can they investigate secular organizations and individuals accused of heresy, but they are the legal authorities charged to investigate any cult suspected of carrying out heretical activities.

Dwarven Slayer - Dwarves who have been disgraced, crossed in love, have failed on watch at an outpost (allowing a murderous enemy to slip through undetected), committed a serious crime (burglary, murder, etc.) against one's own clan, and continued cowardly acts when faced with an enemy of the clan or otherwise humiliated will abandon conventional Dwarven society and go seeking death, hunting down the most ferocious of beasts.

Elven Wardancer - Among the Wood Elves, the most feared and respected warriors are the Wardancers. They live for the glory of battle, and dedicate themselves to reaching the peak of fighting prowess. They are also masters of courtesy and dance, performing their intricate maneuvers with consummate ease and grace.

Elven Sniper - Elven snipers mostly serve as guardians of elven forest kingdoms. They bring swift death to all intruders.

Targeteer - Targeteers are professional archers or crossbowmen. They mostly earn their money in competitions or serve as guards.

Archcleric - Archclerics are high-rank priests that prefer magic instead of combat.

Streetfighter - Streetfighters are thugs that will kick the shit out of anyone who makes them angry.

Witch hunter - Witch hunters spend their lives hunting down and executing heretics. They are generally regarded with fear and distrust, because they frequently consider heresy anything and anyone that they dislike.

Loremaster - Loremasters value knowledge more than anything. Most of them are typical bookworms, but some of them like to search for obscure lore outside the city libraries. They specialize in divination and protection magic.

Hypnotist - Hypnotists are wizards that specialize in affecting minds of creatures.

Necromancer - Necromancers are wizards that specialize in creating undead and destroying life force.

Musketeer - Musketeers are soldiers trained in the use of firearms.

Bounty hunter - Bounty hunters live by tracking down wanted criminals, bandits or other undesirables and bringing them to justice.

Cossak - Cossaks are mounted skirmishers. They patrol the borders of their land, keeping an eye out for hostile forces, and other unwelcome guests.

Elementalist - Elementalists are wizards that specialize in manipulating elements.

Alchemist - Alchemists are wizards that specialize in transforming matter.

_________________
Barbarism is the natural state of mankind.
Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


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Šéfkuchár
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Založený: 16.07.2004
Príspevky: 1648
Body: 5
Bydlisko: Krynn, Mirrodin a Praha
Pohlavie: Muž

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Moment nemá áhodou říše tři různé rytířské řády?

Proč templáři - copak je v říši Templ?


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Sanjuro
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Body: 5
Bydlisko: BA
Pohlavie: Muž

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templar pouzivam ako vseobecny nazov pre rytiera spateho s ochranou nejakej cirkvy. nie je to specificke pre konkretny svet.. beriem to tak ze tieto prestige classes do Warhammeru zapadnu ale mali by byt pouzitelne vo viacerych svetoch.

a tych radov je ich este fakt omnoho viac ak ta to zaujima tak pozri sem:
http://www.warseer.com/forums/showthrea ... rid&t=2933

Templar Orders (generic information)

There are several military orders of templars attached to several of the principal religious cults of the Empire. Some fighting men ally themselves directly with one of the religious groups of the Old World by joining such a military order within their particular religion. As such, they become known as Knights of the Temple or Knights Templar. Templars are formidable fighters, trained and equipped to the highest standards, whose fervour makes them universally feared. A templar may enter the service of a deity for a fixed period, or, more rarely, for life. Sometimes a Knight will become a templar for a time as a penance for oath-breaking or for violating some other taboo.

All military orders demand absolute obedience and a high standard of martial prowess; the Knights come under the command of the temple authorities, and live within the temple pretincts. As well as fighting in the Imperial armies, their duties include acting as guards for the temple and for important religious dignitaries. Also they provide whatever military force might be required by the heads of the religion for the destruction of heresies, the prosecution of holy wars (where templars are always to the forefront), and the protection of the faithful from persecution or infidel attacks.

The following knightly orders are templar orders:
-Black Guard (Morr)
-Knights of Blazing Sun (Myrmidia)
-Knights of Cleansing Flame (Solkan)
-Knights of Everlasting Light (Alluminas)
-Knights of White Wolf (Ulric)
-Knights of Fiery Heart (Sigmar)
-Knights of Twin Tailed Orb (Sigmar)
-Order of Red Griffon (Sigmar)
-Sons of Manann (Manann)

_________________
Barbarism is the natural state of mankind.
Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


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tusim by sa zisla este prestige class pre normalneho Knighta ktory patri do nejakeho nereligiozneho radu... pre rytierov na volnej nohe mam uz Freelance...

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Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


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Noo. Neslibuji ale muzu neco zkusit udelat.  Nejake pozadavky na BG a tak? Do jake miri funguji realni rytiri v WFRP jako ve stredoveku nebo jako ve fantasy?

A jak je to se socialnim statusem. Má vliv na hru?

OK neco zkusim.

EDIT a pls muzu videt prestige class Elvish Wardancer?


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to by ma potesilo! Obrázok

Background nie je prilis podstatny, ide mi o archetypy / povolania ktore su vseobecne pouzitelne...

socialny status nema priamy vplyv na mechaniku hry. pocitam ze tieto veci sa riesia roleplayom... viem si ale predstavit ze by Knight dostaval nejake bonusy k Diplomacy alebo ze by mal nejaky vplyv na sedliakov alebo nieco podobne...

takto vyzera Templar:

Templar

Templars are members of military orders within particular churches.

Requirements
Race Human
Base attack bonus 6+
Armor Proficiency (heavy), Mounted Combat, Weapon Focus (god’s favorite weapon)
Knowledge (religion) 4, Diplomacy 4

Lev BAB F R W Special Def HP
1 +1 +2 +0 +2 Bonus feat +1 +1
2 +2 +3 +0 +3 For the Cause +1 +2 +2
3 +3 +3 +1 +3 Rallying voice +3 +3
4 +4 +4 +1 +4 Bonus feat +4 +4
5 +5 +4 +1 +4 Strong Mind +5 +5
6 +6/+1 +5 +2 +5 For the Cause +2 +6 +6
7 +7/+2 +5 +2 +5 Bonus feat +7 +7
8 +8/+3 +6 +2 +6 +8 +8
9 +9/+4 +6 +3 +6 For the Cause +3 +9 +9
10 +10/+5 +7 +3 +7 Bonus feat +10 +10

HP:
good
Defense:
good
Class skills:
Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (religion), Ride, Survival and Swim.
Skill points:
2+Int
Weapon groups:
Basic+3
Armor proficiency:
All

Bonus Feats: Templar gets a bonus combat-oriented feat. He must still meet all prerequisites for a bonus feat.

For the Cause: Whenever is templar fighting for the religious cause or to defend his church, he gains morale bonus to attack and damage.

Rallying Voice: A templar can calm those who are cowering, frightened, panicked, shaken, or suffering from the effects of a fear. Any ally within 10 feet of the templar when he uses his rallying voice has a chance to dig deep for courage and shrug off the deleterious effects. The check is d20 + templar level + Charisma modifier; if the templar’s check result is greater than the original DC of the effect + the number the subject failed by, it is negated. The templar gets only one roll, and it is applied to all affected subjects within range. Rallying voice can be used once per day. Templar cannot be under fear effect when using this ability.

Strong mind: Once per day, templar can reroll failed save against mind affecting magic or ability.

a takto Freelance:

Freelance

A freelance is one of the most feared warriors and a master of the arts of warfare, horsemanship, and personal combat. Just as warriors of lower social orders can become mercenaries, squires or nobles may offer their services as a freelance. A freelance may fight in the ranks of crusaders, commanding the cavalry or terrorizing the enemy as part of some elite mounted unit, or the knight may wander the countryside on some personal quest or vendetta.

Requirements
Base Attack Bonus: +6
Armor Proficiency (heavy), Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Group (spears and lances), Weapon Focus (spears and lances)
Knowledge (nobility) 4, Ride 6, Handle Animal 4
Character must acquire a warhorse and win at least one jousting tournament before gaining a level in this class.

Lev BAB F R W Special Def HP
1 +1 +2 +0 +0 Bonus feat +1 +1
2 +2 +3 +0 +0 Spurt +2 +2
3 +3 +3 +1 +1 Jousting Expertise +3 +3
4 +4 +4 +1 +1 Bonus feat +4 +4
5 +5 +4 +1 +1 Born to the saddle +5 +5
6 +6/+1 +5 +2 +2 Unnerving War Cry +6 +6
7 +7/+2 +5 +2 +2 Bonus feat +7 +7
8 +8/+3 +6 +2 +2 +8 +8
9 +9/+4 +6 +3 +3 Jousting Mastery +9 +9
10 +10/+5 +7 +3 +3 Bonus feat +10 +10

HP:
good
Defense:
good
Class skills:
Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (nobility), Profession, Ride, Swim
Skill points:
2+Int
Weapon groups:
basic+4
Armor proficiency:
all

Class features:

Bonus Feats: A freelance can choose bonus feat from the following list: Cleave, Combat Expertise, Dodge, Great Cleave, Improved Charge, Improved Critical, Improved Disarm, Mounted Archery, Parry, Power Attack, Precise attack, Quick Draw, Shield Mastery, Sunder, Tactical Aid, Trample, Weapon Focus, Weapon group (type).

Spurt: Freelance can force his mount to spurt and double his movement for 1 round with making Ride check against DC 20. Each additional spurt in the same day raises the DC by 5.

Jousting Expertise: The freelance gains a +2 bonus to attack rolls when using a lance, and a +2 bonus to all Ride checks.

Born to the saddle: When riding a warhorse, freelance doesn’t suffer armor penalty to defense when wearing armor.

Unnerving War Cry: The freelance gains the ability to unnerve his foes when charging. The freelance must declare he is using this ability before he makes an attack roll. When he performs a charge action and successfully damages his opponent, any other foes within 10 feet of him after the charge must make a Will save (DC = 10 + freelance level) or suffer a –2 morale penalty to their attack defense rolls. The intimidating effect lasts for a number of rounds equal to the freelance’s class level. A freelance can use this ability once per encounter. Creatures that are immune to fear or other mind-influencing effects and those with more hit dice or levels than the freelance character level are unaffected. Unnerving war cry is negated by spells, spelllike abilities, or supernatural abilities that inspire courage or morale.

Jousting Mastery: The freelance gains a +4 bonus to attack rolls when using a lance, and gains a +4 bonus to all Ride checks. This bonus overlaps the jousting expertise bonus; it does not stack with it.


a toto je Elven Wardancer:

Elven Wardancer

Among the Wood Elves, the most feared and respected warriors are the Wardancers. They live for the glory of battle, and dedicate themselves to reaching the peak of fighting prowess. They are also masters of courtesy and dance, performing their intricate maneuvers with consummate ease and grace.

Requirements
Race Elf
Base Attack Bonus: +6
Combat Expertise, Dodge, Weapon Focus (heavy blades)
Perform (singing) 4, Perform (dancing) 4

Lev BAB F R W Special Def HP
1 +1 +0 +2 +0 Quick Blade +1 +1
2 +2 +0 +3 +0 Improved reaction +2 +2
3 +3 +1 +3 +1 Transfix +3 +3
4 +4 +1 +4 +1 Greater Quick Blade +4 +4
5 +5 +1 +4 +1 War chant (rally) +5 +5
6 +6/+1 +2 +5 +2 Blade Barrier +6 +6
7 +7/+2 +2 +5 +2 War chant (scare) +7 +7
8 +8/+3 +2 +6 +2 Superior Quick Blade +8 +8
9 +9/+4 +3 +6 +3 Defensive roll +9 +9
10 +10/+5 +3 +7 +3 Whirling Death +10 +10

HP:
good
Defense:
good
Class skills:
Climb, Bluff, Craft, Jump, Listen, Ride, Spot, Survival, Swim, Tumble.
Skill points:
2+Int
Weapon groups:
basic+3 (two-handed weapons and firearms are forbidden)
Armor proficiency:
light (medium and heavy armor and shields are forbidden)

Class Features:

Quick Blade: Wardancer may use his Dexterity modifier instead of his Strength modifier on attack rolls with heavy blades.

Improved reaction: Wardancer gains +2 bonus to initiative. This bonus stacks with Improved Initiative feat.

Transfix: Wardancer can confuse single opponent with feints and flurries. Make a Bluff check opposed by your target’s Sense Motive check, but in this case, the target may add its base attack bonus to the roll along with any other applicable modifiers. If wardancer wins he gains +2 to attack rolls and his opponent –2 to attack rolls. The modifiers continue until the transfixed opponent hits the wardancer (not necessarily wounding him). Wardancers cannot transfix Opponents with Int less than 3, or who are immune to psychology. Transfix is move action and can be made once per opponent per encounter.

Greater Quick Blade: Wardancer may use his Dexterity modifier instead of his Strength modifier on damage rolls with heavy blades. He can use his Dexterity as prerequisite for feats that need high Strength (such as Power Attack). When using medium weapon two handed wardancer adds his Dexterity and half his Strength to damage rolls

War chant (rally): The wardancer may only sing a war chant while charging an opponent. Make successful Perform (Singing) skill check against DC 20 and all friendly characters gain +2 to attack.
The war chant lasts until the wardancer is wounded or spends a round out of combat (i.e.: neither attacks nor is attacked). This ability can be used once per encounter.

Blade Barrier: Once per round when the character would normally be hit with a ranged weapon, the character may make a Reflex saving throw against attack roll to deflect it so that he takes no damage from it. Wardancer uses his weapon to accomplish this and can decrease the DC by magical weapon bonus if the weapon used is magical. The character must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons can’t be deflected.

War chant (scare): The wardancer may only sing a war chant while charging an opponent. Make successful Perform (Singing) skill check against DC 15+opponents HD. Opponent who is being charged must make will save to against DC 10+ wardancer level+ Cha modifier. If he fails, he becomes frightened.
The war chant lasts until the wardancer is wounded or spends a round out of combat (neither attacks
or is attacked). This ability can be used once per encounter.

Superior Quick Blade: Wardancer may add his Dexterity and Strength modifier on attack rolls with heavy blades.

Defensive Roll: The wardancer can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the wardancer can attempt to roll with the damage. To use this ability, the wardancer must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to Defense, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the wardancer’s evasion ability does not apply to the defensive roll.

Whirling Death: Wardancer can enter a state of maniacal fury once per day. Wardancer gains a single extra attack each round at her highest bonus when making full attack action. (This latter effect is not cumulative with other effects that grant additional attacks). However he also takes a -2 penalty to Defense and cannot fight defensively. While frenzied, he cannot use any Charisma-, Intelligence, or Dexterity-based skills (except for intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells, drink potions, activate magic items or read scrolls. He can use any feat she has except Combat Expertise or item creation feats. During frenzy she must attack those she perceives as foes to the best of her ability. Whirling death lasts for 3d6 rounds. When a whirling death ends, he is fatigued (-2 penalty to Strength and Dexterity, unable to charge or run) for the duration of the encounter.


vsetky tieto Advanced classes su zatial ako BETA a mozu sa menit.

_________________
Barbarism is the natural state of mankind.
Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


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OK Prvnotní nástřel.
1-2 level jako squire.
Bonus Feat Animal handling (Warhorse)
Squire Serivce +2 Craft Armor a Weapon (stara se o zbrane a tak)
Knight Weapon Group +1 (+1 bonus se zbranovou dovednsotni rytir)
3 Dubbing - stava se rytirem. Feat z Dragonlance Honorbound (samozrejme vhodne upraveny aby to nebylo plagiatorstvi)
Knight Weapon Group +2 (do max +5)
Poamlejsi pristup k Bonus Featum Fightera
Na 5 levelu Bonus Feat Leadership

BAB Fightera
Good Save - Will
Na 8 Levelu Aura of Courage
Na 10 Levelu Epitomy of Knighthood - nejaka hezka abilita
Na 3. Levelu Knightly Mount - Levelovaný Mount, ale ne že přilítne z nebes jako u paladina, prsotě dostane koně...

Prereq
STR 14, CON 12, WIS 12, CHA 10
BAB +3
Diplomacy +5
Knowledge Nobility + 5
Knowledge History +5

Co ty na to

EDIT : Wardence may chant only charging and opponent - tj při vyhlášení charge? Tj chantuje pouze nějaké 2 vteřiny pohybu mezi vyhlášením charge a dokončením charge?
EDIT 2 - v textu


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na prvy pohlad to vyzera OK. skusim to hodit do mojho formatu.
zozeniem si aj Dragonlance a kuknem na nejake rytierske featy... co robi ten Honorbound  a Epitomy of Knighthood?

pre advanced classes nemam ability ako prerequizity a feat Leadership nepouzivam... ale miesto toho by tam mohlo byt ze by dostal Squireho...

co sa tyka Wardancera tak to je len nezrozumitelne napisane... ide o to ze ten War chant moze ZAHAJIT len vtedy ked charguje. opravim to nejak...

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Barbarism is the natural state of mankind.
Civilization is unnatural. It is a whim of circumstance.
And barbarism must ultimately triumph.


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Ja ti to do formatu klidne hodim, jen na to tady nemam cas. Leadership tedy muze byt abilita knighta.

Honorbound dela jen to ze musi dodrzovat dane slovo, Epitomy of Knighthood neni nic z Dragonlance. TO jeste nevim co dela ;) Asi neco jako Potion of heroism 1x denne a Fearlessness. napriklad.

Squire jako Hanchman neni spatny misto leadership neni spatny


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