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Miniatures Handbook.

Posted by Dm NorthFor group public
Dm North
GM, 3 posts
Sun 3 Apr 2011
at 16:36
  • msg #1

Miniatures Handbook



Classes

Favoured Soul
Healer
Marshal
Warmage


The Favoured Soul is updated in Complete Divine, and the Warmage is updated in Complete Arcane.

Prestige Classes

Bonded Summoner
Dragon Samurai
Havoc Mage
Skullclan Hunter
Tactical Soldier

Warhulk
Warchief

Feats

General
Battlefield Inspiration
Danger Sense
Dash
Daunting Presence
Deft Opportunist
Distracting Attack
Double Hit
Extra Domain Spell
Foe Specialist
Goad
Hurling Charge
Mage Slayer
Martial Throw
Mounted Casting
Powerful Charge
Greater Powerful Charge
Pushback
Reckless Charge
Second Wind
Shieldmate
Improved Shieldmate
Sidestep

Metamagic
Energy Affinity
Sudden Empower
Sudden Energy Affinity
Sudden Enlarge
Sudden Extend
Sudden Maximize
Sudden Quicken
Sudden Silent
Sudden Still
Sudden Widen

Magic Items

Magic Shield Special Abilities

Paired

Magic Weapon Special Abilities

Deadly Precision
Doom Burst
Fear Burst
Maiming
Paralytic Burst
Prismatic Burst
Slow Burst
Sonic
Sonic Burst

Specific Weapons

Bullet of Sound
Crossbow of Reloading
Demonward
Devilward
Living Chain
Weapon of Transmutation

Rings

Ring of Communication

Rods

Rod of Sliding
Rod of Transposition

Wondrous Items

Amulet of Fortune Prevailing
Belt of Might Blow
Belt of Magnificence
Boots of Big Stepping
Boots of Charging
Bracers of Quick Strike
Cloak of Elemental Protection
Cloak of the salamander
Cloak of Throns
Collar of Command
Exploding Spike
Field Provisions Box
Gloves of Fortunate Striking
Helm of Glorious Recovery
Magic Sleeping Bag
Sandals of Sprinting
Scepter of Obedience
Shirt of Angels
Shirt of Bone
Shirt of Chains
Shirt of Demonskin
Shirt of the Fey
Shirt of the Inevitable
Shirt of Ironskin
Shirt of the Moon
Shirt of Resilience
Shirt of Slaadskin
Shirt of the Treant
Sleeping Spike
Stunning Spike

Collar of Obedience
Collar of Slavery

Spells

ASSASSIN
1st - Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift).
2nd - Invisibility, Swift: Invisibility lasts 1 round (swift).
      Veil of Shadow: Darkness grants you concealment.

BLACKGUARD
2nd - Veil of Shadow: Darkness grants you concealment.
3rd - Demonhide: Evil creature gains DR 10/cold iron and good.

BARD
1st - Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round (swift).
      Incite: Subject can’t ready actions or delay.
      Inhibit: Subject delays until next round.
2nd - Curse of Impending Blades: Subject takes –2 penalty to AC.
      Fly, Swift: You fly for 1 round (swift).
      Invisibility, Swift: Invisibility lasts 1 round (swift).
      Undeniable Gravity: Flying creature loses flying ability.
3rd - Curse of Impending Blades, Legion’s: Subjects take –2 penalty to AC.
4th - Undeniable Gravity, Legion’s: Flying creatures lose flying ability.

CLERIC
1st - Conviction: Subject gains +2 or higher save bonus.
      Favorable Sacrifice: Subject gains better protection the more gems you sacrifice.
      Guiding Light: +1 on ranged attacks against creatures in illuminated area.
      Incite: Subject can’t ready actions or delay.
      Inhibit: Subject delays until next round.
      Sign: Your initiative check result improves, and you know enemies’ initiative check results.
2nd - Divine Protection: Allies gain +1 to AC, saves.
      Living Undeath: Subject becomes immune to critical hits and sneak attacks.
      Quick March: Allies’ speed increases by 30 ft. for 1 round.
      Veil of Shadow: Darkness grants you concealment.
3rd - Close Wounds: Cure 2d4 damage, even on another’s turn (swift).
      Conviction, Legion’s:  Allies gain +2 or higher save bonus.
      Curse of Petty Failing: Subject takes –2 penalty on attack rolls and saves.
      Delay Death: Losing hit points doesn’t kill subject.
      Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).
      Slashing Darkness: Ray deals 1d8/two levels damage and heals undead the same amount.
4th - Aid, Legion’s: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +20).
      Align Weapon, Legion’s: Allies’ weapons become good, evil, lawful, or chaotic.
      Panacea: Removes most afflictions.
      Shield of Faith, Legion’s: Allies gain +3 or higher AC bonus.
5th - Curse of Petty Failing, Legion’s: Enemies take –2 penalty on attack rolls and saves.
      Revivify: Restore recently dead to life with no level loss.

DRUID
1st - Snake’s Swiftness: Subject immediately makes one attack.
2nd - Snake’s Swiftness, Legion’s: Allies each immediately make one attack.
      Tiger’s Tooth: One natural weapon of subject gets +1/four levels on attack and damage rolls (max +5) for 1 round (swift).
3rd - Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
      Fly, Swift: You fly for 1 round (swift).
      Lion’s Charge: You can make a full attack on a charge for 1 round (swift).
4th - Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
5th - Align Fang, Legion’s: Allies’ natural weapons become good, evil, lawful, or chaotic
      Panacea: Removes most afflictions.

HEALER
3rd - Close Wounds: Cure 2d4 damage, even on another’s turn (swift).
4th - Panacea: Removes most afflictions.
5th - Revivify: Restore recently dead to life with no level loss.

PALADIN
1st - Bless Weapon, Swift: Weapon strikes true against evil foes for 1 round (swift).
      Lionheart: Subject gains immunity to fear.
2nd - Holy Spurs: Special mount’s speed increases by 40 ft. for 1 round (swift).
      Divine Protection: Allies gain +1 to AC, saves.
      Quick March: Allies’ speed increases by 30 ft. for 1 round.
      Righteous Fury: Subject deals double damage on charges.
3rd - Angelskin: Lawful good creature gains DR 10/silver and evil.
4th - Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).

RANGER
1st - Guided Arrow: Ranged attack targets don’t get cover for 1 round (swift).
      Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift).
2nd - Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round (swift).
      Curse of Impending Blades: Subject takes –2 penalty to AC.
      Haste, Swift: You are hasted for 1 round (swift).
3rd - Curse of Impending Blades, Legion’s: Enemies take –2 penalty to AC.
4th - Lion’s Charge: You can make a full attack on a charge for 1 round (swift).

SORCERER/WIZARD
0   - Repair Minor Damage: “Cures” 1 point of damage to a construct.
1st - Acid Orb, Lesser: Ranged touch, 1d8 or more acid damage.
      Benign Transposition:Two willing subjects switch places.
      Cold Orb, Lesser: Ranged touch, 1d8 or more cold damage.
      Electric Orb, Lesser: Ranged touch, 1d8 or more electricity damage.
      Fire Orb, Lesser: Ranged touch, 1d8 or more fire damage.
      Sonic Orb, Lesser: Ranged touch, 1d6 or more sonic damage.
      Incite: Subject can’t ready actions or delay.
      Inhibit: Subject delays until next round.
      Guiding Light: +1 on ranged attacks against creatures in illuminated area.
      Mordenkainen’s Buzzing Bee: Bee gives subject –10 penalty on Move Silently and Concentration checks.
      Repair Light Damage: “Cures” 1d8+1/level (max +5) points of damage to a construct.
      Slide: Move subject 5 feet.
2nd - Baleful Transposition: Two subjects switch places.
      Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round (swift).
      Bigby’s Slapping Hand: Hand makes creature provoke attacks of opportunity.
      Fireburst: Adjacent subjects take 1d8/level fire damage.
      Veil of Shadow: Darkness grants you concealment.
      Curse of Impending Blades: Subject takes –2 penalty to AC.
      Repair Moderate Damage: “Cures” 2d8+1/level (max +10) points of damage to a construct.
      Slide, Greater: Move subject 20 feet.
      Snake’s Swiftness: Subject immediately makes one attack.
      Undeniable Gravity: Flying creature loses flying ability.
3rd - Curse of Impending Blades, Legion’s: Enemies take –2 penalty to AC.
      Repair Serious Damage: “Cures” 3d8+1/level (max +15) points of damage to a construct.
      Snake’s Swiftness, Legion’s: Allies each immediately make one attack.
4th - Blast of Flame: 60-ft. cone of fire (1d6/level damage).
      Repair Critical Damage: “Cures” 4d8+1/level (max +20) points of damage to a construct.
      Undeniable Gravity, Legion’s: Flying creatures lose flying ability.
5th - Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
      Fire Shield, Legion’s: Creatures attacking allies take damage; allies are protected from fire or cold.
      Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage

WARMAGE
1st - Acid Orb, Lesser: Ranged touch, 1d8 or more acid damage.
      Cold Orb, Lesser: Ranged touch, 1d8 or more cold damage.
      Electric Orb, Lesser: Ranged touch, 1d8 or more electricity damage.
      Fire Orb, Lesser: Ranged touch, 1d8 or more fire damage.
      Sonic Orb, Lesser: Ranged touch, 1d6 or more sonic damage.
2nd - Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round (swift).
      Fireburst: Adjacent subjects take 1d8/level fire damage.
3rd - Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).
4th - Blast of Flame: 60-ft. cone of fire (1d6/level damage).
5th - Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
      Fire Shield, Legion’s: Creatures attacking allies take damage; allies are protected from fire or cold.
      Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage

This message was last edited by the GM at 16:36, Sun 03 Apr 2011.
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