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Abilità Straordinarie, Poteri & Affini in D&D (e non solo)

Ultimo Aggiornamento: 21/03/2007 01:46
13/03/2003 23:55
 
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Registrato il: 01/11/2001
Sesso: Maschile
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Classe:
Graven One
Tales tell of sorcerers with skin like leather—or maybe even like stone. Every inch of these sorcerers’skin is covered in tattoos, sigils, runes, and other markings. They have, quite literally, transformed themselves into living magic items. To do so, how-ever, they undergo painful rituals that strengthen their flesh and make them hardier individuals.
Wizards and sorcerers become graven ones most frequently, but the occasional bard does as well. NPC graven ones wander alone, though sometimes their abilities are seen as a such a boon, they become military leaders or enforcers for powerful masters.
Requirements
To qualify to become a graven one, a character must fulfill all the following criteria.
Knowledge (arcana) ranks: 5
Spellcraft ranks: 7
Feats: Etch Rune, Item Image, Scribe Scroll, Toughness.
Spellcasting: Must be able to cast 4th-level arcane spells, including: at least three spells with the word “mark” in the title, erase, explosive runes, and sepia snake sigil.
Languages: Must be fluent in Draconic, Celestial, and Infernal.
Special: Character must find a third party who can cast permanency and will partake in a ritual that lasts an entire day. The character loses 4 hit points permanently, but when it is over she has a tough, almost stonelike skin with an inherent +1 natural armor bonus.
Hit Die: d6
Class Skills
The graven one’s class skills (and the key ability for each skill) are:
• Concentration (Con)
• Craft (Int)
• Knowledge (arcana) (Int)
• Profession (Wis)
• Scry (Int)
• Search (Wis)
• Spellcraft (Int)
See the Player’s Handbook, Chapter 6, for skill descriptions.
Skill Points at Each Level: 2 + Int mod

Class Features
All of the following are class features of the graven one prestige class:
Weapon and Armor Proficiency. Graven ones are proficient with no weapons, armor, or shields.
Spells per Day. When a character reaches an odd-numbered graven one level, she gains new spells per day as if she had also gained a level in her previous spellcasting class. She does not, however, receive any other benefit a character of that class would have gained (improved chance of controlling or rebuking
undead, metamagic, or item creation feats, and so on). This essentially means that she adds the level of graven one to the level of her other spellcasting class, then determines spells per day (and caster level) accordingly.
For example, if Canabula, an 7th-level wizard, gains a level in graven one, she receives new spells as if she had risen to 8th level in wizard, and she casts them at 8th level. However, she uses the other graven one aspects of level progression, such as attack bonus and save bonus. If she next takes a level of wizard, making her an 8th-level wizard/1st-level mirror master, she gains spells as if she had risen to 9th-level wizard.
If a character had more than one spellcasting class before she became a graven one, she must decide which class receives each level of graven one, for the purposes of determining spells per day.
Flesh Rune (Sp). The graven one gains the ability to etch runes into her own flesh using the Etch Object Rune feat. The graven one’s body can bear as many as four runes at once, no matter what her size.
In cultures where skin markings are strange, or among those who fear or distrust magic, these obvious runes—as well as the tattoos of power and the graven images—give the graven one a –2
circumstance penalty to Diplomacy, Bluff, and other Charisma-related skill checks. One possible exception is Intimidate, which the DM may rule gets a +2 circumstance bonus in some situations.
Tattoo of Power (Su). A graven one can inscribe a tattoo on her body that lasts for 24 hours. It requires 10 minutes to inscribe it, and she can bear only one tattoo of power at a time (this in no way interacts with any flesh runes she might have). When she gains this ability at 2nd level, she chooses a tattoo power inscription that she knows from the table the previous page. The graven one’s level plus her Intelligence modifier determine which of the tattoos she can learn. When she gains this ability again, 3rd level and at alternating levels after that, she can choose another tattoo.
Graven Image (Su). The graven one can inscribe an image of an animal, beast, or magical beast on flesh (this in no way interacts with any flesh runes tattoos of power he might have). Inscribing this image takes 10 minutes, and it can be activated at time afterward as a free action. When activated, the image leaps from the graven one’s body and becomes a real version of that creature. It remains for one minute per level or until slain, obeying the graven one’s mental commands (issued as free actions).
As the graven one goes up in levels, the number of HD of the creatures she can make into images increases.

GRAVEN ONE
Class BAB F. R. W
Lvl Special Spells per Day
1 +0 +2 +0 +0 Flesh Rune +1 level of existing class
2 +1 +3 +0 +0 Tattoo of Power
3 +2 +3 +1 +1 Tattoo of Power +1 level of existing class
4 +3 +4 +1 +1 Graven Image (5 HD)
5 +3 +4 +1 +1 Tattoo of Power +1 level of existing class
6 +4 +5 +2 +2 Graven Image (10 HD)
7 +5 +5 +2 +2 Tattoo of Power +1 level of existing class
8 +6 +6 +2 +2 Graven Image (15 HD)
9 +6 +6 +3 +3 Tattoo of Power +1 level of existing class
10 +7 +7 +3 +3 Graven Image (20 HD)

Level +
Int Modifier Tattoo Effect
1 Endurance: +2 enhancement bonus to Constitution
2 Strength: +2 enhancement bonus to Strength
3 Dexterity: +2 enhancement bonus to Dexterity
4 Defense: +3 natural armor bonus to AC
5 Silent Shadow: +10 enhancement bonus to Move Silently and Hide Checks
6 Fortification: 25%chance to negate all criticals inflicted upon graven one
7 Change Self: As the spell
8 Wounding: All attacks dealing damage (even spells)made by the graven one inflict a wound that bleeds for 1 point of damage per round as a weapon with the same ability (see Core Rulebook II,p.187)
9 Holy or Unholy: All attacks dealing damage (even spells)made by the graven one inflict an additional l+2d6 points of damage to all creatures of evil alignment (if holy is chosen)or good alignment (if unholy is chosen)
10 Lawful or Chaotic: All attacks dealing damage (even spells)made by the graven one inflict an additional +2d6 points of damage to all creatures of chaotic alignment (if lawful is chosen)or lawful alignment (if chaotic is chosen)
11 Spell Resistance: The graven one has an SR of 11 +her class levels
12 Damage Reduction: The graven one has DR of 10/+2
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