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Like druids, paladins, and rangers, divine bards need not designate a specific deity as the source of their spells. However, a divine bard can't cast spells of an alignment that doesn't match his.
Thus, divine bards cannot cast lawful spells since bards can't be lawful. Neutral divine bards can't cast any spells associated with an alignment and are thus relatively rare. Add the following spells to the divine bard's class spell list: The savage bard is a warrior at heart, though his arcane powers strike fear into the enemies of his tribe.
Savage bards often multi-class as barbarians to improve their combat prowess. A savage bard must be chaotic in alignment. A savage bard who becomes nonchaotic cannot progress in levels as a bard, though he retains all his bard abilities. A savage bard has good Fortitude and Will saves , but has poor Reflex saves. A savage bard loses Decipher Script and Speak Language as class skills. He adds Survival to his list of class skills. A savage bard is illiterate, just as a barbarian is.
An illiterate savage bard cannot use or scribe scrolls. Remove the following spells from the savage bard's class spell list: Add the following spells to the savage bard's class spell list: The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. He gives up some of the cleric's combat prowess in exchange for greater skill access and a wider range of spells devoted to knowledge and the protection of knowledge.
Most cloistered clerics are nonchaotic, since they believe that a disciplined lifestyle lends itself better to learning. The cloistered cleric's lack of martial training means that he uses the poor base attack bonus. The cloistered cleric's class skill list includes Decipher Script, Speak Language, and all Knowledge skills from the Knowledge domain, see below. Cloistered clerics are proficient with simple weapons and with light armor.
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain even if the Knowledge domain is not normally available to clerics of that deity. He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.
Add the following spells to the cloistered cleric's class spell list: The druidic avenger channels her inner fury to wreak vengeance upon those who injure the natural world. This comes at a price, however, since the avenger must give up some of her own sensitivity to nature.
Add Intimidate to the avenger's list of class skills. Eliminate Diplomacy from the avenger's list of class skills. A druidic avenger's base land speed is faster than the norm for her race by 10 feet.
This ability is identical to the barbarian ability of the same name. An avenger can enter a furious rage, identical to that of a barbarian. An avenger can use this ability once per day at 1st level, and one additional time per day for every five levels above 1st. The thug is a street fighter, a survivor who learns to mix brute force with a bit of craftiness. He has most of the fighter's strengths, along with some additional skills to help keep him alive on the mean streets.
Despite the name, not all thugs are mere hooligans—many are crafty veterans who use their knowledge of the streets to gain an advantage against their opponents. Add the following skills to the fighter's class skill list: Thugs are proficient with all simple and martial weapons and with light armor.
A thug doesn't gain the normal fighter bonus feat at 1st level. Also, add Urban Tracking to the list of fighter bonus feats available to the thug.
In literature and lore, the combat styles and aptitudes of a monk depend greatly on where or by whom she was trained. The standard monk, however, presents only a relatively limited variety of options to personalize your monk.
A 1st-level monk regardless of character level may select one of the fighting styles described below. By selecting one of these fighting styles, she dictates which bonus feats she gains at 1st, 2nd, and 6th level when a standard monk normally gains one of two bonus feats. Finally, she gains a bonus ability at 6th level if she has met the listed prerequisites by that time.
If the character hasn't yet met the prerequisites, she doesn't gain the bonus ability, even if she meets the prerequisites at some later time. These fighting styles serve a variety of purposes in a campaign. Each one might symbolize a different monastery, creating a rivalry friendly or unfriendly between their students.
Perhaps a specific master teaches each style only to a few select students, meaning that a monk must prove herself worthy before pursuing the training. Or maybe each monk simply chooses her own way in life, styling herself after great martial artists of the past.
A monk can abandon her fighting style by selecting a different bonus feat at 2nd or 6th level; however, if she does so, she loses the bonus on skill checks gained at 1st level and never gains the bonus ability of the fighting style even if she meets the prerequisites. Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms. The Denying Stance monk seeks to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.
Students of the Hand and Foot style learn to use their appendages for both offense and defense. A monk trained in the Overwhelming Attack style always presses the advantage, preferring a showy display of all-out offense to any form of defense.
The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first strike approach, preferably from a position of ambush. Monks of the Undying Way believe in patience above all else.
They work to outlast their opponents by means of superior endurance. The three paladin variants presented here demonstrate examples of alternative- alignment paladins. Each one follows a specific code of conduct tailored to its specific alignment. The paladin of freedom is chaotic good, dedicated to liberty and free thought. The paladin of tyranny is the opposite, a lawful evil villain bent on dominating those weaker than she. The paladin of slaughter is a brutal champion of chaos and evil who leaves only destruction trailing in his wake.
If you use these versions of the paladin class, you might consider designating the standard paladin as the "paladin of honor" to differentiate it from the variants.
These paladin variants aren't meant to be unique classes in and of themselves, but rather alignment -based variations of the paladin. They have the same Hit Die, skill points per level, weapon and armor proficiencies, and spells per day as the standard paladin. Their class skill lists are nearly identical, with exceptions noted below.
Their spellcasting functions identically to that of the standard paladin though their spell lists are somewhat different. When a class feature has the same name as a paladin class feature, it functions the same as the one described for the standard paladin.
Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature. Remove the following spells from the paladin's spell list: Add the following spells to the paladin's spell list: A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act.
Additionally, a paladin of freedom's code requires that he respect individual liberty, help those in need provided they do not use the help for lawful or evil ends , and punish those who threaten or curtail personal liberty. While he may adventure with characters of any good or neutral alignment , a paladin of freedom will never knowingly associate with evil characters except on some sort of undercover mission , nor will he continue an association with someone who consistently offends his moral code.
A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good. The power of a paladin of slaughter's aura of evil see the detect evil spell is equal to her paladin of slaughter level, just as with the aura of a cleric of an evil deity. Once per day, a paladin of slaughter may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of slaughter gains class levels.
Beginning at 2nd level, a paladin of slaughter can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. Alternatively, a paladin of slaughter can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does.
This power otherwise functions identically to the paladin's lay on hands ability. Beginning at 3rd level, a paladin of slaughter radiates a malign aura that causes enemies within 10 feet of her to take a -1 penalty to Armor Class.
A paladin of slaughter can inflict disease with her touch as the contagion spell a number of times per week that a standard paladin of her level would normally be able to remove disease.
Replace the standard paladin's spell list with the following spell list: A paladin of slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, a paladin of slaughter's code requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities.
While she may adventure with characters of any evil or neutral alignment , a paladin of slaughter will never knowingly associate with good characters, nor will she continue an association with someone who consistently offends her moral code. A paladin of tyranny may accept only henchmen, followers, and cohorts who are chaotic evil. The power of a paladin of tyranny's aura of evil see the detect evil spell is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity.
Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels. Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does.
Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. A paladin of tyranny can inflict disease with his touch as the contagion spell a number of times per week that a standard paladin of her level would normally be able to remove disease. Replace the paladin's spell list with the following spell list: A paladin of tyranny must be of lawful evil alignment and loses all class abilities if he ever willingly commits a good act.
Additionally, a paladin of tyranny's code requires that he respect authority figures as long as they have the strength to rule over the weak, act with discipline not engaging in random slaughter, keeping firm control over those beneath his station, and so forth , help only those who help him maintain or improve his status, and punish those who challenge authority unless, of course, such challengers prove more worthy to hold that authority.
While he may adventure with characters of any evil or neutral alignment , a paladin of tyranny will never knowingly associate with good characters unless it serves his needs, nor will he continue an association with someone who consistently offends his moral code. A paladin of tyranny may accept henchmen and followers of any alignment, but may only accept cohorts who are lawful evil.
The planar ranger roams the multiverse instead of the wilderness, learning the secrets of the planes. A planar ranger takes no penalty on wild empathy checks made to influence magical beasts with the celestial or fiendish templates.
However, he takes a -4 penalty when using this ability against animals. A nonevil planar ranger may have a celestial version of a normal animal as his animal companion.
A nongood ranger may have a fiendish version of a normal animal as his animal companion. A planar ranger's spellcasting ability is largely unchanged from that of the standard ranger, with one exception: Any ranger spell that normally affects animals also affects celestial or fiendish versions of animals when cast by a planar ranger.
The urban ranger stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld contacts to keep him alive. Eliminate Knowledge nature , Knowledge dungeoneering , and Survival from the ranger's class skill list. An urban ranger does not gain the Track feat at 1st level. Instead, he gains the Urban Tracking feat see below , which allows him to use Gather Information to track down a missing person, suspect, or other individual within a community.
An urban ranger adds only one-half his class level to wild empathy checks, reflecting his limited connection with the natural world. At the game master's discretion, an urban ranger may select an organization instead of a creature type as his favored enemy. For example, a character might select a particular thieves' guild, merchant house, or even the city guard.
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