terça-feira, 16 de agosto de 2011

Heaven Empire RPG - Alexander(nome provisorio)


           Suas mãos estão manchadas com sangue inocente. Ele foi controlado por uma espada que lhe prometeu o poder para salvar seus entes queridos. Mas ele se tornou um escravo desse poder e se tornou um assassino.
          Agora está livre dessa espada e só tem um objetivo: destrui-la e destruir todos os semelhantes dela. Para isso ele irá contar com um grupo nada comum...

Heaven Empire RPG - Faith


          Aparenta dar poder. Parece correta. Parece Justa. Esta espada é no inicio a liberdade e a paz. Mas todos os seus usuários tiveram o mesmo fim: a morte da alma antes da morte do corpo.
          Somente um foi capaz de escapar dela, e agora ele quer não só destrui-la mas destruir aos semelhantes dela.

*Em breve no RPG...

segunda-feira, 15 de agosto de 2011

O Monstro de Três Faces - Heaven Empire RPG


- Possui duas formas com poderes distintos cada de acordo com seu humor.
- É um sobrevivente numa Inglaterra em ruínas num mundo pós-guerra nuclear

*Forma Sombria:


*Forma paladino:


sábado, 13 de agosto de 2011

John Shepard II - Heaven Empire RPG


- Neto do Shepard do jogo, é um Adept (Biotics powers)
- Legion e uma recruta o acompanham em sua viagem para o mundo de Monster Hunter

*Legion:

*Recruta




http://www.dandwiki.com/wiki/Psychic_Soldier_%283.5e_Class%29

ClassFeatures:

All the following are class features of the psychic soldier.
Weapon and Armor Proficiency: Psychic soldier are proficient with all melee simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Wild Talent: A psychic soldier gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to take psionic feats and power psionic abilities)
Psychic Smite (Su): At 1st level, psychic soldier can emulate the power of deep crystal. Once per day, as a free action that does not provoke attacks of opportunity, the psychic soldier can channel psionic power into a melee weapon or ranged weapon he is holding. For the cost of 2 power points, psychic soldier deals an extra 2d6 (+ 1/ 2 psychic soldier levels) points of damage and adds his Charisma bonus (if any) to his attack roll.
The weapon will stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and charged again. At 5th level, and at every five levels thereafter, the psychic soldier may Psychic Smite one additional time per day, as indicated on Table: The psychic soldier, to a maximum of five times per day at 20th level.
Aid Friends (ex): At 1st level, psychic soldiers are experienced at aiding others in combat. They may make aid another attempts as a move action per day equal to their psychic soldier level. This helps when they wish to give an ally the extra edge needed to defeat an enemy.
Battle Experience: A psychic soldier becomes more and more trained at aiding people. At 2nd level and every 5 levels of psychic soldier thereafter his bonuses from aid another increase by +1.
Battle Orders: At 4th level, the psychic soldier can aid another on an ally within a distance of up to 30 feet. The ally granted the bonus to must still be within melee range of an opponent.
Power Points/Day: Beginning at 4th level, a psychic soldier gains the ability to manifest powers. His manifester level is his psychic soldier class -4 (minimum 1). A psychic soldier’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The psychic soldier. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items such as Wild Talent. A 4th level psychic soldier has no power points for his class level, but he gains bonus power points (if he is entitled to any) based on his psychic soldier manifester level, and can manifest the single power he knows with those power points.
Powers Known: A psychic solider begins at 4th level knowing one psychic warrior power of your choice. Each time he achieves a new level, he might unlock the knowledge of a new power. Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic soldier to learn powers from the lists of other classes.) A psychic soldier can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a psychic soldier can manifest in a day is limited only by his daily power points. A psychic soldier simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psionic soldier powers is 10 + the power's level + the psychic soldier’s Wisdom modifier.

*Em construção...

Pirata - Heaven Empire RPG


- Personalidade e aparencia semelhante ao Cervantes de Soul Calibur (mas menos fantasmagórico e mais humano)
- Sem Soul Edge.




http://www.dandwiki.com/wiki/Pirate,_Variant_%283.5e_Class%29
Class Features:

Class Features

All of the following are class features of the pirate.
Weapon and Armor Proficiency
Pirates are proficient with all Simple and Martial weapons, with Light armor, and with shields excluding tower shields.
Combat Expertise
Pirates gain combat expertise as a free feat, even if they do not meet the requirements. This allows a characters to forfeit anywhere from +1 to +5 (or whatever there total base attack bonus is) and apply the same amount to their AC when fighting defensively.
Bonus Feats
Beginning at 2nd level and at every 4th level after, pirates get a bonus feat selected from the pirate bonus feat list.
Sea Legs (Ex)
At 3rd level, a pirate has spent so much time on a rocking boat that she gets a +3 inherent bonus to balance checks and a +2 on saves to avoid being knocked prone or to stay upright on an undulating surface.
Evasion (Ex)
At 4th level and higher, a pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the pirate is wearing light armor or no armor. A helpless pirate does not gain the benefit of evasion.
Improved Feint
At 4th level, pirates gain Improved Feint as the feat, even if they do not meet the requirements. This allows characters to feint in combat as a move action rather than a standard action.
Low Blow
At 5th level or higher, if a pirate successfully feints against an opponent, any attacks she makes in the same round deal an extra 1d6 damage. This damage increases by 1d6 every five levels. If a pirate can attack multiple times in the same round, the damage is applied to each attack separately.
Improved Sea Legs (Ex)
At 7th level or higher, a pirate has spent so much time on the rigging of a ship that she gains a +2 inherent bonus to climb checks, does not lose her dexterity bonus to AC while climbing, and can climb unhindered while holding something in one hand.
Uncanny Dodge (Ex)
Starting at 8th level, a pirate can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a pirate already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Evasion (Ex)
Starting at 10th level, this ability works like evasion, except that while the pirate still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless pirate does not gain the benefit of improved evasion.
Improved Low Blow
At 11th level and higher, a pirate can feint as a free action once per round. This means, among other things, that a pirate can make a full attack action and apply her low blow damage to every attack involved.
Improved Uncanny Dodge (Ex)
A pirate of 14th level or higher can no longer be flanked. This defense denies an enemy the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does pirate. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Greater Low Blow
Beginning at 20th level, when a pirate uses low blow with a full attack action, the additional damage dealt by the low blow is increased by 2d6 for each attack that is part of that action.


*Em construção...

Arn - O Cavaleiro da Chuva - Heaven Empire RPG

(Primeiro esboço e idéias)


- Baseado na aparencia do personagem do filme. 
- Armadura será azul e branca
- Meio cavaleiro, meio mago. 


Mageknight
Class Features:

All of the following are class features of the Mageknight.
[edit] Weapon and Armor Proficiency
Mageknights are Proficient in all Simple Weapons, all One-handed Martial Weapons, and all Bows. Additionally, Mageknights are proficient with all Shields (except Tower Shields) but no armor.
[edit] Spells
Mageknights cast arcane spells, the same type of spells available to wizards and sorcerers. A Mageknight must prepare their spells as a wizard does using a spell book, requiring a good nights sleep and one hour of study. A Mageknight may know any number of spells but cannot cast spells above 5th level, they can otherwise cast any spell available to a wizard, and can also cast the following Cleric spells as arcane spells: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Remove Disease, Neutralize Poison, Raise Dead. Additionally, unlike other arcane casters, Mageknights incur no arcane spell failure when using shields (except Tower shields.) In order to cast a spell, the Mageknight must possess an Intelligence score of at least 10 + the spell's level. The save DC for Mageknight spells is 10 + spell level + Int modifier.
Minor/Moderate/Major Arcane Mastery (Su): Starting at 10th level (for Minor, which applies to cantrips and 1st level spells) 15th level (for Moderate, which applies to 2nd and 3rd level spells) and 20th level (for Major, which applies to 4th and 5th level spells) a Mageknight gains the ability to cast their spells to greater effect. A Mageknight can either increase the DC of saves against spells they cast by 2, or increase the dice of damage dealing spells by one level (to a maximum of d10s) for example, a Burning Hands spell cast by a 10th level Mageknight enhanced by this option would deal 5d6 damage instead of 5d4 damage. This Class feature is gained once more at 20th level (for Minor) 25th level (for Moderate) and 30th Level (for Major)
Bonus Feat: At 3rd Level, a Mageknight gains a Fighter Bonus Feat. At 5th Level, they gain a Metamagic Feat.
Summon Familiar: The Mageknight gains a familiar with this ability. Doing so takes 24 hours and uses up materials worth 100 gp.
Size Up (Ex): Starting at 1st level, at any time during combat, a Mageknight can spend a full-round action observing all opposition within 120 feet (assumes line of sight) Beginning during the next round, this Mageknight gains a bonus to their attack rolls equal to their Intelligence Modifier (if positive) to their attack rolls against all enemies observed. This ability reflects the Mageknight's ability to observe enemy movements and exploit weakness in their physical form. Because this ability exploits an enemies structure (and not biology) this ability even works against undead and constructs. This ability does not work against oozes and creatures similar in structure and form to oozes such as Gibbering Mouthers (since they have uniform, Mutable structures) invisible creatures (unless they can be seen) or creatures with no permanent physical form, such as Chaos Beasts (although this ability work fine on other shapeshifters.) If an observed shapeshifter assumes a new form, this ability must be repeated to regain the benefit. (If a shapeshifter resumes a former observed form, the bonus is regained, if it does so within 10 rounds)
Canny Defense (Ex): Beginning at 1st level, a Mageknight gains a Dodge Bonus equal to their Intelligence modifier (if positive) to their armor class. Anytime a Mageknight would lose their Dodge bonuses, they lose this bonus. Armor interferes with this ability, although a shield may still be used without losing it's benefits.
Uncanny Dodge (Ex): Starting at 5th level, a Mageknight retains their Dexterity and Dodge bonuses to Armor Class Even when caught flat-footed. This does not apply if a Mageknight is immobilized (such as by a Hold Person spell or a Tanglefoot Bag.)
Evasion (Ex): Starting at 10th Level, a Mageknight avoids all damage on a successful reflex save against attacks that allow a reflex save.
Practical Knowledge (Ex): Starting at 15th Level, a Mageknight gains a +1 Bonus to all Skill Ckecks. Mageknights are still considered untrained in all abilities in which they possess no ranks.

http://www.dandwiki.com/wiki/Mageknight_%283.5e_Class%29

*Em construção...