Difference between revisions of "Prinzessin:Ardent"

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=== Dominant Ideal ===
 
=== Dominant Ideal ===
  
9. Dominant Ideal(Ex): Applying metapowers to Mantle I do not require focus, metapowers or augment are 2pp cheaper (to a minimum of 2 pp). R: AC Bonus(Ex).
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9. Dominant Ideal(Ex): Applying first metapower to Mantle I do not require spending a focus, metapowers or augment are 2pp cheaper (to a minimum of 2 pp). R: AC Bonus(Ex).
  
 
[[Category:Princess]]
 
[[Category:Princess]]

Revision as of 22:10, 26 December 2011

Ardent

Lvl	Class Feature			Unarmed	 PP	PKnown	MaxPL
1	Assume Mantles I&II 		d6	  2	2	1
2	Assume Mantle III		d6	  6	3	1
3	Bonus feat			d6	 11	4	2
4	Flurry of Blows(Ex) -2/+1	d8	 17	5	2
5	Mantle I Upgrade		d8	 25	6	3
6	Assume Mantle IV		d8	 35	7	3
7	Bonus feat			d8	 46	8	4
8	AC Bonus(Ex)			d10	 58	9	4
9	Mantle II Upgrade		d10	 72	10	5
10	Assume Mantle V			d10	 88	11	5
11	Bonus feat			d10	106	12	6
12	Flurry of Blows(Ex) -1/+1	d12	126	13	6
13	Mantle I Upgrade II		d12	147	14	7
14	Assume Mantle VI		d12	170	15	7
15	Bonus feat			d12	195	16	8
16	Flurry of Blows(Ex) -1/+2	2d8	221	17	8
17	Mantle II Upgrade II		2d8	250	18	9
18	Assume Mantle VII		2d8	280	19	9
19	Bonus feat			2d8	311	20	9
20	Mantle I Upgrade III		2d10	343	21	9

Class Features

Assume Mantle(Ex):

Bonus feat: any Psionic feat.

Flurry of Blows(Ex): As stated.

AC Bonus(Ex): Wis to AC, no more than class level.

Mantles

Chaos: Expend focus to deal extra d6 anarchic damage with any next attack.

  • 2d8 damage.
    • 3d10 damage.
      • 4d12 damage.

Communication: While psionically focused you gain +2 c on Persuasion.

  • +5 c and Rushed Persuasion penalty is -5.
    • +7 c.
      • +10 c, rushed diplomacy penalty negated.

Consumption: AT=i, spend focus and gain 5 temp hp for 1m.

  • 10 temp hp.
    • 25 temp hp.
      • 50 temp hp.

Creation: You gain an ectopic form feat.

  • Second ectopic form.
    • Third ectopic form.
      • May apply two ectopic form feats simultaneously.

Destruction: You are treated as is you had Improved Sunder while focused. If you expend focus while attacking object, it's hardness is treated as 2 less.

  • 5 less hardness.
    • 10 less hardness.
      • 20 less hardness.

Air: Your falls are treated as if they were 4 less.

  • 8 less.
    • 12 less.
      • You do not take damage from falling at all.

Earth: +2 on Acrobatics to resist falling, +2 on resisting trip.

  • Increase bonuses to 4.
    • Increase bonuses to 6.
      • Increase bonuses to 10.

Fire: +1 fire damage on melee attacks.

  • +2 fire damage on melee attacks.
    • +3 fire damage on melee attacks.
      • +5 fire damage on melee attacks.

Water: Swim speed equal to land speed.

  • Swim speed equal to land speed +2.
    • Water breathing.
      • Not impeded by water.

Energy: AT=i, expend focus. You gain resistance 5 to chosen energy for 3+Wis r.

  • Resistance 10.
    • Resistance 15.
      • Resistance 20.

Force: While focused you gain +1 deflection AC.

  • +2 AC.
    • +3 AC.
      • +5 AC.

Freedom: +2 speed while focused, may spend focus to add ML on resisting grapple or escaping grapple.

  • +3 speed.
    • +4 speed.
      • Constant freedom of movement.

Good: Expend focus to deal extra d6 sacred damage with any next attack.

  • 2d8 damage.
    • 3d10 damage.
      • 4d12 damage.

Guardian: AT=i, redirect damage from ally to yourself. Before damage is rolled.

  • DR 1/-
    • DR 2/-
      • DR 5/-

Justice: AT=i, You may expend focus to make one AoO against opponent who attack your ally.

  • Two attacks may be made in this round, each one need to be provoked separately.
    • Three attacks may be made in this round, each one need to be provoked separately.
      • Focus is no longer needed.

Knowledge: You can make knowledge checks untrained.

  • You may expend focus to gain +2 on knowledge check.
    • +5 on check.
      • +10 on check.

Law: Expend focus to deal extra d6 axiomatic damage with any next attack.

  • 2d8 damage.
    • 3d10 damage.
      • 4d12 damage.

Life: If you spend psionic focus while manifesting power from mantle list, this power is augmented by 1pp.

  • 2 pp augment.
    • 3pp augment.
      • 5 pp augment.

Magic: to do or not to do?

Mental Power: Treat your Wis as if it were 2 higher for purpose of bonus pp.

  • Wis 4 higher.
    • Wis 6 higher.
      • Wis 8 higher.

Natural World: Wild Empathy.

  • +1 NA
    • +2 NA
      • +3 NA 25% fortification.

Physical Power: AT=f D=1r expend focus. You gain +2 Str, Dex or Con.

  • +4 bonus.
    • +6 bonus.
      • D=2r.

The Planes: +1 on power penetration.

  • +2.
    • +3.
      • +5.

Repose: +2 Concentration, can expend focus to gain +5.

  • +3 Concentration, can expend focus to gain +10.
    • +4 Concentration, can expend focus to gain +15.
      • +5 Concentration, can expend focus to gain +20.

Alternative Class Features

Dominant Ideal

9. Dominant Ideal(Ex): Applying first metapower to Mantle I do not require spending a focus, metapowers or augment are 2pp cheaper (to a minimum of 2 pp). R: AC Bonus(Ex).