Rzut k100 - Rasa
01 Bugbear
02-07 Dwarf (Mountain)
08-13 Dwarf (Deep)
14-20 Elf (Continental)
21-23 Elf (Snow)
24-25 Elf (Drow)
26 Tengu
27-32 Hobgoblin (Desert)
33-38 Hobgoblin (Bokongo)
39-41 Goblin (Common)
41-43 Goblin (Monkey)
44-45 Goblin (Snow)
46-50 Half-elf (Graevorn)
51-55 Half-elf
56-62 Half-orc
63-66 Half-hobgoblin (Desert)
67-70 Half-hobgoblin
(Bokongo)
71-89 Human
90-93 Kobold
94 Lizardfolk
95-98 Orc
99 Troglodyte
100 Inny (oznacza to zazwyczaj nie-humanoida)
sobota, 11 października 2014
sobota, 4 października 2014
Nowe czary
Czary: m.in. feather step zostaje oficjalnie dodany do listy ogólnie dostępnych na potrzeby Reign of Winter. Przy okazji, zauważcie, że czas działania to jednak 10 minut/poziom, czyli eliksir działa 10 minut...
Feather Step
School transmutation; Level bard 1, druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
DESCRIPTION
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
Ice Spears
School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S, M (a small stalagmite-shaped crystal)
EFFECT
Range close (25 ft. + 5ft./2 levels)
Effect 1 ice spear/4 levels
Duration instantaneous
Saving Throw Reflex half and see below; Spell Resistance no
DESCRIPTION
Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt.
If you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.
Mirror Sight
School divination (scrying); Level arcanist 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 10 minutes
Components V, S, F (a mirror)
EFFECT
Range see text
Effect magical sensor
Duration 1 minute/level
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell lets you look into a mirror near you and see an image that is reflected in another specific mirror (chosen by you) or an individual reflected in any other mirror. This works like a scrying spell, except you can only view creatures on the same plane as you. Each time you cast the spell, you can choose to see one of three types of reflections in your mirror.
Known Mirror: The current reflection in another mirror with which you are familiar.
Known Person: The current reflection of a person you know well, assuming that person is near a mirror.
Known Place: The current reflection of a place you know well, assuming the location is being reflected in a mirror.
You receive only visual information through this ability. You can choose to transmit information both ways so that a person reflected in the remote mirror can view whatever appears in the mirror you are using.
For example, Urion Petresky knows that Queen Elvanna keeps a mirror in a hall near her throne room. He can look through his own handheld mirror and see into this hall, even if the queen is not there. Alternatively, he can attempt to find the queen (wherever she is) by looking into his mirror; if, at that moment, the queen is near any mirror at all, he can see her. He may instead cast the spell and try to see into her throne room, hoping that someone has brought a mirror there. If any of these conditions fails, Urion sees nothing but his own reflection.
This spell works with intentionally fabricated mirrors only; it is not effective with other reflective surfaces, such as still pools or polished metal shields. Effects that block scrying block this spell.
Snowball
School conjuration (creation) [cold, water]; Level druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance no
DESCRIPTION
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Threefold Aspect
School transmutation; Level druid 5, witch 4
CASTING
Casting Time 1 standard action
Components S, F (silver crescent worth 5 gp)
EFFECT
Range personal
Targets you
Duration 24 hours (D)
DESCRIPTION
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.
You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a -2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)-the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.
True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self.
Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.
Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.
Youthful Appearance
School transmutation (polymorph); Level alchemist 1, bard 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 hour/level
DESCRIPTION
You make your target look like a younger version of itself. You select how much younger it looks (for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size. This spell does not affect any age-based modifications to ability scores or other age-related effects.
Feather Step
School transmutation; Level bard 1, druid 1, ranger 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes
DESCRIPTION
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
Ice Spears
School conjuration [cold]; Level druid 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 1 standard action
Components V, S, M (a small stalagmite-shaped crystal)
EFFECT
Range close (25 ft. + 5ft./2 levels)
Effect 1 ice spear/4 levels
Duration instantaneous
Saving Throw Reflex half and see below; Spell Resistance no
DESCRIPTION
Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also trip foes. When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt.
If you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.
Mirror Sight
School divination (scrying); Level arcanist 3, sorcerer/wizard 3, witch 3
CASTING
Casting Time 10 minutes
Components V, S, F (a mirror)
EFFECT
Range see text
Effect magical sensor
Duration 1 minute/level
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell lets you look into a mirror near you and see an image that is reflected in another specific mirror (chosen by you) or an individual reflected in any other mirror. This works like a scrying spell, except you can only view creatures on the same plane as you. Each time you cast the spell, you can choose to see one of three types of reflections in your mirror.
Known Mirror: The current reflection in another mirror with which you are familiar.
Known Person: The current reflection of a person you know well, assuming that person is near a mirror.
Known Place: The current reflection of a place you know well, assuming the location is being reflected in a mirror.
You receive only visual information through this ability. You can choose to transmit information both ways so that a person reflected in the remote mirror can view whatever appears in the mirror you are using.
For example, Urion Petresky knows that Queen Elvanna keeps a mirror in a hall near her throne room. He can look through his own handheld mirror and see into this hall, even if the queen is not there. Alternatively, he can attempt to find the queen (wherever she is) by looking into his mirror; if, at that moment, the queen is near any mirror at all, he can see her. He may instead cast the spell and try to see into her throne room, hoping that someone has brought a mirror there. If any of these conditions fails, Urion sees nothing but his own reflection.
This spell works with intentionally fabricated mirrors only; it is not effective with other reflective surfaces, such as still pools or polished metal shields. Effects that block scrying block this spell.
Snowball
School conjuration (creation) [cold, water]; Level druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one ball of ice and snow
Duration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance no
DESCRIPTION
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.
Threefold Aspect
School transmutation; Level druid 5, witch 4
CASTING
Casting Time 1 standard action
Components S, F (silver crescent worth 5 gp)
EFFECT
Range personal
Targets you
Duration 24 hours (D)
DESCRIPTION
Threefold aspect allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.
You may change between these three aspects or your actual age as a standard action. As the young adult, you gain a +2 enhancement bonus to Dexterity and Constitution, but suffer a -2 penalty to Wisdom. In the adult aspect, you gain a +2 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Dexterity. As the elderly aspect, you gain a +4 enhancement bonus to Wisdom and Intelligence, but take a -2 penalty to Strength and Dexterity. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)-the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.
True seeing reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self.
Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 Perception check.
Threefold aspect does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.
Youthful Appearance
School transmutation (polymorph); Level alchemist 1, bard 1, sorcerer/wizard 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 hour/level
DESCRIPTION
You make your target look like a younger version of itself. You select how much younger it looks (for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size. This spell does not affect any age-based modifications to ability scores or other age-related effects.
czwartek, 2 października 2014
Fey Bloodline (modified)
Jako, że fey bloodline jest trochę za słaba, oto moje modyfikacje, na zielono.
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su)
At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Movement (Su)
At 4th level, you are able to leap over overgrowth and similar impediments with ease. You ignore difficult terrain of any kind.
Blurring Movement (Su)
At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round. If you move at least 30 feet, you gain the effect of displacement instead.
Quickling Bloodrage (Sp)
At 12th level, while bloodraging you're treated as if you are under the effects of haste.
One with Nature (Su)
At 16th level, creatures of the animal or plant types don't attack you unless compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You gain these abilities even while not bloodraging.
Fury of the Fey (Su)
At 20th level, when entering a bloodrage you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have bane against that type. This ability doesn't stack with other forms of bane.
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su)
At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
Leaping Movement (Su)
At 4th level, you are able to leap over overgrowth and similar impediments with ease. You ignore difficult terrain of any kind.
Blurring Movement (Su)
At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round. If you move at least 30 feet, you gain the effect of displacement instead.
Quickling Bloodrage (Sp)
At 12th level, while bloodraging you're treated as if you are under the effects of haste.
One with Nature (Su)
At 16th level, creatures of the animal or plant types don't attack you unless compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You gain these abilities even while not bloodraging.
Fury of the Fey (Su)
At 20th level, when entering a bloodrage you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have bane against that type. This ability doesn't stack with other forms of bane.
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