![]() ![]() You must have 15 for the prime requisite ability of the first (or initial) class and 17 for the prime requisite for the second (or final) class. Humans (but not Paladins and Bards) can dual class to Fighter/Thief, Fighter/Mage, Fighter/Cleric, Fighter/Druid, Mage/Cleric, Mage/Thief, Thief/Cleric, Cleric/Ranger and vice versa. Invoker (Inv) | CON 16 | Conjuration, Divination WP: 1 at first level then +1 every 6 levels HP: 1d4 per level up to Level 10 then +1 per level # L11: War Chant of Sith (Armor Bonuses and Regeneration) # L9: The Siren's Yearning (Enthralls Creatures) # L7: The Song of Kaudies (Resistant to Sound Attacks) # L5: Tymora's Melody (Luck and Skill Bonuses) # 元: The Tale of Curran Strongheart (Immunity Fear) L1: The Ballard of Three Heros (Combat Bonuses) Lore: 10 at first level then +10 every level (Max 200) # L7: Evasion (Save vs Breath to avoid spell) # L5: Crippling Strike (Sneak Attack reduce THAC0 and Damage for 1 turn) # or Sneak Attack (Dmg +1d6 when flanking, L4 +1d6 every 4 levels) L1: Backstab (Dmg x2 when hidden, L5 x3, L9 x4, L13 x5) L1: Pick Pockets 15%, Move Silently 10%, Open Locks 10%, Find Traps 5% Lore: 3 at first level then +3 every level ![]() HP: 1d6 per level up to Level 10 then +2 per level Select Druid spells to learn at each level, and cast with without memorization ![]() L18: Major nature spirits, up to 5 spirits, 71% chance L12: Minor nature spirits, up to 4 spirits, 59% chance L6: Major animal spirits, up to 3 spirits, 47% chance L1: Minor animal spirits, up to 2 spirits, 37% chance Shamanic Dance - chance to summon spirit allies, AC+4 while summoning Proficient: Dagger, Axe, Club, Spear, Quarterstaff, Shortbow, Sling, Dart ![]() REQ: Neutral Good, True Neutral, Neutral Evil, CON 12, WIS 12 WP: 2 at first level then +1 every 4 levels HP: 1d8 per level up to Level 9 then +2 per level L1: Charm Animal (1/day, 元 +1/day every 2 levels) Yuan-Ti - Yuan-ti, Yuan-ti Elite, Yuan-ti Priest, Yuan-ti Champion Spiders - Wraith Spider, Sword Spider, Phase Spider Salamanders - Salamander, Frost Salamander Lizard Men - Lizard Man, Tough Lizard Man, Lizard Man Shaman Goblins - Goblin, Goblin Elite, Goblin Marshal, Goblin Archer Marshal Giants - Verbeeg, Frost Giant, Fire Giant Spectral Undead - Lesser Shadow, Shadow, Spectral Guard Skeletal Undead - Skeleton, Skeletal Mage, Blast Skeleton, Skeleton Archer REQ: Good, STR 13, DEX 13, CON 14, WIS 14Įxtra Melee Attack when not using a shieldĬadaverous Undead - Wight, Imbued Wight, Cold Wight, Mummy, Chosen Zombie, # 元: Divine Courage (Immunity Disease, Immunity Fear) L1: Detect Evil (5/day, L2 +1/day every level) REQ: Lawful Good, STR 12, CON 9, WIS 13, CHA 17 Lore: 1 at first level then +1 every levelĪttacks: Extra half attack per round at L7 and L13 WP: 4 at first level then +1 every 3 levels HP: 1d10 per level up to Level 9 then +3 per level Open Locks -5%, Move Silently +5%, Hide in Shadows +10%, Pick Pockets +5%ĭetect Illusion +5%, Set Traps +10%, Find Traps +15%, Open Locks +10%ĭetect Illusion +10%, Set Traps +5%, Find Traps +10%, Open Locks +5%, Move Silently +5%, Hide in Shadows +5%įind Traps +5%, Open Locks +5%, Move Silently +10%, Hide in Shadows +15%, Pick Pockets +5% THAC0-1 with Long Swords, Short Swords and Bows Your race will affect your class choice, certain dialogue options and the ability to perform a few tasks.Ĭan dual class to any valid multi-class combination ![]()
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