02-09-2025, 13:46
(Questo messaggio è stato modificato l'ultima volta il: 02-09-2025, 13:47 da feo90.)
Barbaro
- ha aggiunto l'ira turbinante come opzione alternativa:
è una variante ufficiale ed è implementata uguale quindi io la terrei.
Guerriero
ha aggiunto alcune capacità di pathfinder 1e con la postilla che i bonus vengono persi in caso di multiclasse.
Monaco
gli ha regalato un po' di talenti bonus ed ha potenziato Wholeness of Body
Paladino
Gli ha dato incanalare energia del chierico di pathfinder 1e (ma per qualche motivo non mi pare l'abbia dato al chierico), TS Volontà alta, un incantesimo extra di livello 1 e 2 e Divine Spirit
- ha aggiunto l'ira turbinante come opzione alternativa:
Citazione:Whirlwind Frenzy: A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This extra attack does not stack with Haste and uses the haste improvement instead (no penalty applied to all attacks).
Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.
è una variante ufficiale ed è implementata uguale quindi io la terrei.
Guerriero
ha aggiunto alcune capacità di pathfinder 1e con la postilla che i bonus vengono persi in caso di multiclasse.
Citazione:[*]Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. This bonus is lost if the character has levels in any class other than Fighter, Divine Champion, or Weapon Master.I bonus non sono insensati secondo me ma non fanno parte del nostro regolamento e non so se vogliamo ibridizzare, non mi convince il vincolo sul multiclasse in ogni caso.
[*]Weapon Training: Starting at 5th level, a fighter gains a +1 bonus on attack and damage rolls. This bonus improves by +1 at 9th, 13th, 17th, and 20th level. This bonus is lost if the character has levels in any class other than Fighter, Divine Champion, or Weapon Master.
[*]Armor Mastery: At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield. This bonus is lost if the character has levels in any class other than Fighter, Divine Champion, or Weapon Master. This damage reduction does not stack with any other source of DR.
Monaco
gli ha regalato un po' di talenti bonus ed ha potenziato Wholeness of Body
Citazione:[*]Bonus Feat at 1st: Weapon Focus (Unarmed), Weapon Focus (Quarterstaff)Sono bonus totalmente inventati, però vero pure che il monaco è la classe più scarsa in assoluto quindi male non fanno..
[*]Bonus Feat at 4th: Unarmed Combat Mastery
[*]Bonus Feat at 10th: Weapon Specialization (Unarmed), Weapon Specialization (Quarterstaff)
[*]Bonus Feat at 14th: Greater Weapon Focus (Unarmed), Greater Weapon Focus (Quarterstaff)
[*]Bonus Feat at 18th: Greater Weapon Specialization(Unarmed), Greater Weapon Specialization(Quarterstaff)
[*]Wholeness of Body can be used 1 time for every 3 monks levels. Wholeness of Body now provides 1 point of regen for 3 minutes when used if the character only has Monk levels.
Paladino
Gli ha dato incanalare energia del chierico di pathfinder 1e (ma per qualche motivo non mi pare l'abbia dato al chierico), TS Volontà alta, un incantesimo extra di livello 1 e 2 e Divine Spirit
Citazione:- Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy. Using this ability consumes two uses of her turn undead ability. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). At 20th level the Paladin always heals or harms for the maximum value. Undead creatures will take damage from the channeled energy and will receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier.Gli spiriti sono l'unica variante ufficiale e l'unica cosa che terrei.
-[b]Divine Spirit: [/b]At 5th level, a paladin is granted their alternate class feature instead of a mount: Divine Spirit. Benefit: Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.
Paladin Level 5th: Spirit of Healing 10th: Spirit of Combat 1/day 15th: Spirit of Heroism 1/day 20th: Spirit of the Fallen 1/day 25th: Spirit of Heroism 2/day 30th: Spirit of the Fallen 2/day
Each spirit available to you can be summoned once per day. A spirit remains for a number of rounds equal to your paladin level (except for Spirit of Healing which provides a passive benefit).
Spirit of Healing: This spirit increases your ability heal damage to you or your allies. This grants the Paladin the equivalent of two additional uses of Lay on Hands (healing version).
Spirit of Combat: This spirit enhances combat ability. You and your allies within 10' when the spirit is summoned gain holy fervor. Holy fervor grants a +1 sacred bonus on attack and damage rolls for every four paladin levels you possess (up to a maximum of +7 at 28th level). This is an instantly activated ability.
Spirit of Heroism: You gain DR 10/-. In addition, you gain bonus hit points equal to your character level. This is an instantly activated ability.
Spirit of the Fallen: You summon a celestial spirit to watch over you and your allies within 30 feet. You and your allies present when the spirit is summoned gain fast healing 10 and a ward against death. If those warded against death drop to 0 or fewer hps the spirit revives that character. The character revived heals an amount equal to twice your paladin level. This is an instantly activated ability.
![[Immagine: DxZDGZq.jpg]](https://i.imgur.com/DxZDGZq.jpg)