Classes

An index of Amia's mechanical changes to classes, spells, feats, summons, etc.
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Classes

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Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Barbarian

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Barbarian


Modified Rages
  • The Barbarian is a brute of tremendous, if reckless power, thus their raging feats have been modified to reflect this. The following Rages replace the Normal and Greater rages, and work with the Thundering and Terrifying Rage feats if they are present. Their duration is 5 + CON modifier rounds. The Intensity and Ferocity attacks are set by a widget that must be found in-game.

    Note: There is a one-turn cooldown after raging before you may do so again.
    • Standard Rage
      This is the normal Barbarian Rage.
      • +1 Attack per 4 Barbarian levels, capped at +6.
        +1 Damage per 4 Barbarian levels, capped at +5.
        +1 Will saves per 8 Barbarian levels, capped at +3.
        +1 Fortitude save per 8 Barbarian levels, capped at +3.
        +2 Hit Points per Barbarian level.
      Penalized -2 to Armor Class. This is voided at Barbarian level 17 and above.
    • Unyielding Rage
      10 Barbarian Levels
      A focused Barbarian rage that channels their fury into raw speed, ignoring wounds as they blitz around the battlefield.
      • +1 Regeneration per 4 Barbarian levels.
        +1 Dodge AC per 6 Barbarian levels, capped at +4 AC.
        +1 Fortitude save per 8 Barbarian levels, capped at +3.
        +1 Will save per 8 Barbarian levels, capped at +3.
        +1 Reflex save per 8 Barbarian levels, capped at +3.
        +3 Hit Points per Barbarian level.
        +1 AB per 8 Barbarian levels, capped at +3.
    • Ferocity Attack
      15 Barbarian Levels
      A focused Barbarian rage that sends the barbarian into a true frenzy of whipping blades and destructive might. The price for pure offense however, is a lack of defense.
      • +1 Attack Per Round, stacks with Haste.
        +2 Damage per 4 Barbarian levels, capped at +12.
        +1 Fortitude save per 8 Barbarian levels, capped at +3.
        50% percent move speed increase, doesn't stack with Haste.
        -4 penalty to Dodge Armor Class.
        +1 Hit Point per Barbarian level.
    • Mighty Rage
      Mighty Rage gives the following benefits:
      • +1 Universal Saves/7 Barbarian Levels
        +5 Vampiric Regen
        +10 Bonus HP/Barbarian Level.
    • Thundering Rage
      This rage imparts your weapon with 1d8 Sonic Damage and On Hit: Stun DC 20.
    • Terrifying Rage
      This rage enhances the barbarian with a fear aura.

      Barbarian Fear Aura - Will DC calculation:
      8 + (Barb level/2) + (Intimidate Base Ranks/2) (Skill Focus feats don't apply)
      • Ex. (assuming 33 ranks, always rounding down):
        16 Barbarian = DC 32
        24 Barbarian = DC 36
        30 Barbarian = DC 39
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Bard

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Bard


Bonus Bard Songs
  • On Amia the Bard may be awarded special songs by the DM’s for showing excellent bardic roleplay, via quests and good overall commitment to the class.
    • Lich Lyrics
      You should have at least 4 levels of Bard. It casts Horrid Wilting as per the default spell. A certain NPC within the realm can teach you this song.
    • Alarmsong
      You should have at least 6 levels of Bard. It casts Glyph of Warding as per the default spell.
    • Firesong
      You should have at least 8 levels of Bard. It casts Incendiary Cloud as per the default spell. Can be requested after learning from another player or rewarded by a DM.
    • Stonesong
      You should have an above-average Perform skill and at least 4 levels of Bard. It casts Greater Stoneskin as per the default spell. A certain NPC within the realm can teach you this song.
    • Stormsong
      You should have at least 12 levels of Bard. It casts Great Thunderclap as per the default spell. Can be requested after learning from another player or rewarded by a DM.
    • Sightsong
      You should have at least 15 levels of Bard. It casts True Seeing as per the default Amia spell. Can be requested after learning from another player or rewarded by a DM.
    • Icesong
      You should have at least 17 levels of Bard. It casts Ice Storm as per the default spell.
    • Warsong
      You should have at least 19 levels of Bard. It casts Battletide as per the default spell.

Bonus Epic Bard Songs
  • From level 21 Bard, an Epic Bard can learn powerful Ballads by the DM’s for showing excellent bardic roleplay, via quests and good overall commitment to the class.
    • Ballad of Landscape Decimation
      It casts Storm of Vengeance as per the default spell, 3 uses/day maximum.
    • Ballad of Jester's Irresistible Jape
      Duration: Character Level / 5
      Range: Personal
      Area of Effect : 10 meters
      Save : Will vs Pun (Pun = 10 + Character Level / 2 + CHA modifier)
      - Racial Bonus (+4) applies for the target given Gnomish humor doesn't translate well.
      - A successful save triggers a reduced effect
      - Immunity to Mind-affecting effects applies
      - Only sentient creatures (INT>3) understand the pun and are affected.
      Varia : Uses a bard song

      Description :
      The Jester delivers one of many jokes in his repertoire. A sentient creature (INT > 3) within hearing distance who fails its saving throw will begin laughing hysterically. They will be unable to defend themselves until the punch line. (the target is prone for (Jester Class Level / 5) rounds)
      A successful save means the sentient target will only crack up for the duration of the joke, imposing a -2 penalty to Armor Class and a -5 penalty on Reflex saves.
      Caster enters and remains in Defensive Casting mode and is (mechanically) silenced for the duration of the prank.
      Allies are only impacted by the Reduced effect, for they definitely knew what to expect...
    • Ballad of Naiad's Gift
      Bard Song [Compulsion]
      Range: Large Aura
      Target: HD / 2x Caster Level
      Duration: 1 Round/Bard level
      Saving Throw: Will negates
      Spell Resistance: No

      Using the gift granted to her by the Naiad of the Feylake, Kira can expend 3 charges of her Bardsong ability to sing an enthralling melody that captivates the attention of those who hear it. Those in the area must succeed on a will save equal to 10 + Charisma Modifier + ½ Bard level (as per other PnP bard song-related abilities) or succumb to the alluring power of the song. Undead and Constructs are immune to the song's allure. Creatures with mind protection are warded against the song's alluring power, but still hear the hauntingly beautiful melody. Creatures who are deafened as a result of spells such as Blindness/Deafness or Silence are also immune to this song's effect. A target that fails the save is Fascinated (Dazed) for a number of rounds equal to Kira's Charisma modifier. The song lasts one round per bard level.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Druid

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Druid


One Thousand Faces
  • One Thousand Faces feat gives you a wider range of animals and humanoid creatures to shift into. In order to learn this, you must have received tutoring from a druid or shifter with this feat. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.

    You need at least 13 Druid levels for this feat.

Skills
  • These skills are now added as class skills to the Druid skill list.
    • Spot
    • Listen

Spells
  • These spells are automatically added to the druidic spellbook.
    • Cat's Grace
      As per the default spell.
    • Eagle's Splendor
      As per the default spell.
    • Endurance
      As per the default spell.
    • Fox's Cunning
      As per the default spell.
    • Owl's Wisdom
      As per the default spell.
    • Flame Weapon
      As per the default spell.
    • Magic Weapon
      As per the default spell.
    • Greater Magic Weapon
      As per the default spell.

Elemental Shape & Wildshape
  • Elemental Shape and Wildshape has been completely overhauled to have both an increase in power and utility. In addition, there are now three stages of power instead of two. For determining the power of the Elemental Shape, druid and shifter levels are added together.

    These shapes are obtained with the following amount of druid/shifter levels:
    • Level 16: Elemental Shape
    • Level 20: Greater Elemental Shape
    • Level 25+: Elder Elemental Shape
    These shapes are obtained with the following amount of druid levels:
    • Level 5 -> Level 12 -> Level 25
      • Pig, pink -> Boar -> Dire Boar = (Physical DPS)
      • Brown Bear -> Grizzly -> Dire Bear = (Tank)
      • Dog -> Wolf -> Dire Wolf = (Generalist)
      • Skunk -> Badger -> Dire Badger = (High AB)
      • Lynx -> Cougar -> Dire Cougar = (Sneak/DPS)
    NB: Shifter AC progression does not apply to these shapes.

    For a detailed list of the changes to these shapes, see The Druid & Shifter Spreadsheet. (last updated 04/02/2016 - This is out of date, sorry! Need someone to go through it again.)

Additional Forms

Faerie
Requires 12 level of Druid or 4 levels of Shifter; Found in-game.

Nymph
Requires 12 levels of Druid or 5 levels of Shifter; Found in-game.

Dryad
Requires 12 levels of Druid or 6 levels of Shifter; Can be requested after learning from another player or rewarded by a DM.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
---
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Monk

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Monk


Abilities
  • These are extra abilities added to the monk class, found in-game from NPC trainers.
    • Pain Touch
      3 Monk levels - 1x Stunning Fist per use
      Touch Attack. On hit, inflicts an AB penalty of 1 per 5 Monk levels [caps at -6] for Monk Level/Round. Unstackable.
    • Axiomatic Strike
      5 Monk levels - 1x Stunning Fist per use
      Touch Attack. On hit, inflicts divine damage [Monk unarmed base damage + STR modifier + 1d3 per Monk level] versus a chaotic-aligned target. A critical hit doubles the base damage + STR modifier.
    • Eagle Claw
      8 Monk levels - 1x Stunning Fist per use
      Touch Attack. On hit, inflicts magic damage [Monk unarmed base damage + STR modifier + DEX modifier + WIS modifier], as well as applying an Armor Class penalty of 1 per 10 Monk levels [minimum of -1, caps at -3] for Monk Level/Round. A critical hit doubles the base damage + STR modifier. Unstackable.
    • Freeze Lifeblood
      10 Monk levels - 1x Stunning Fist per use
      Touch Attack. On hit, paralyzes [DC: 10 + Monk level / 2 + WIS modifier] their target for 3 rounds.
    • Weakening Touch
      12 Monk levels - 1x Stunning Fist per use
      Touch Attack. On hit, reduces their target's Strength by 1 per 5 Monk levels [caps at -6] for Monk Level/Round. Unstackable.
    • Ki Shout
      16 Monk levels - 1x Quivering Palm per use
      Stuns any enemies within colossal range if they fail a Will save [DC: 10 + Monk level / 2 + WIS modifier]. In addition, all enemies take 1d4 Sonic damage per Monk level. Deafened enemies are not affected.
    • Ki Defense
      18 Monk levels - 1x Empty Body per use
      Any enemies that strike with a melee attack take 1d6 + 2 per 5 Monk Levels of magic damage [caps at 1d6 + 10]. Lasts for Monk Level/Round.
Modified Feats
  • These feats are modified from the default.
    • Monk AC Bonus
      The AC bonus is capped to Monk level (e.g. a level 3 Monk would only receive a maximum of +3 AC from their Monk AC Bonus, no matter how high their Wisdom modifier is).

      Additionally, this feat is not given until level 3 Monk, and will not function while polymorphed.

Weapons
  • These weapons are modified from the default.
    • Quarterstaff
      May be used by Monks with full unarmed attack progression and Flurry of Blows applicable, just like a kama.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Paladin

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Paladin


These Paladin feats have been modified from their default implementations.
  • Divine Grace
    • The saving throw bonus is capped to Paladin level (e.g. a level 3 Paladin would only receive a maximum of +3 saves from Divine Grace, no matter how high their Charisma modifier is).

    Lay on Hands
    • Half-damage is taken on a successful Fortitude saving throw for undead creatures.

    Summon Mount
    • This feat is disabled on Amia.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Warlock

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Warlock
Warlocks are powerful individuals who harness supernatural powers; these powers are inborn or gained abilities, not spells. Whether the beneficiary of inborn talents from generations past, or the resulting power of a pact with a higher being, warlocks stand apart from their spellcasting counterparts in many distinct ways.

Warlock pacts are created with fey, fiends of the lower planes, elementals of great power or other creatures who call home to hostile and savage worlds. The terms of such a pact and reasons vary greatly depending on the person in question - some may do it simply out of a lust for power, while some out of desperation or a belief that the "ends justify the means". Regardless of their reasons, the powers warlocks wield are devious at best, and at worst, twisted and destructive. Warlocks tend to be wanderers due to the hostility they face from the commonfolk who distrust their strange powers, and only the most foolish (or powerful) of their ilk wield their eldritch gifts openly.

A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will.

Note: Warlock does not unlock Arcane Archer or Pale Master (PM will be fixed mechanically soon; existing Warlock/PMs will need to be rebuilt once that goes into effect).

Requirements
  • Alignment: Any evil or any chaotic

    Hit die: d6
    Proficiencies: Armor: Light and Medium, Shield, Simple Weapon
    Skill Points: 4 + INT modifier
    Base Attack Progression: +3/4
    Primary Saving Throws: Reflex, Will
    Class Skills: Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Intimidate, Lore, Persuade, Spellcraft, Taunt, Use Magical Device

    Invocations: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the invocation's level is required to cast an invocation, and the charisma modifier affects invocation DCs), and infinite spontaneous cast. The DC for warlock invocations is 10 + warlock levels / 3 + charisma modifier.

    See here for all Essences and invocations. Note: Due to how Essences and Shapes are selected, you need at least 15 CHA to access all invocation levels.



    Eldritch Blast

    Components: Verbal, somatic
    Range: Medium, ranged touch
    Area of effect: Single
    Spell resistance: Yes

    The warlock targets an enemy with Eldritch Blast, an invocation dealing baleful magical damage on a successful ranged touch attack. The blast deals 1d2 magical damage for every warlock level, plus an additional 1 damage per Charisma modifier, up to warlock levels / 2. At Warlock level 30, the damage gained per Charisma modifier is uncapped.

    Eldritch Blast can be modified with Eldritch Essences and Shapes. Eldritch Essences infuse the Eldritch Blast with debilitating effects and alter its damage type. Eldritch Shapes alter the range, area, and targeting of the Eldritch Blast. See here for all Essences and invocations.
    Otherworldly Pact

    The warlock inherits or makes a pact with an otherworldly being. This is the source of the warlock's eldritch powers, with each type of pact granting unique abilities.

    (The Warlock will be able to choose their pact using the "Warlock: Pact Chooser" which will appear in their inventory upon taking their first level of Warlock. Choosing a pact type will add one of the following feats to the Warlock. This choice cannot be changed later and must be made immediately.)

    Aberrant Pact

    Type of feat: Class
    Prerequisite: Warlock 1

    You have inherited or made a pact with an aberration. Your eldritch powers are drawn from the Far Realms, unlocking unique abilities.

    Your patron is an aberration whose nature is foreign to the fabric of reality. This being has far-reaching sinister schemes, and its knowledge is so obscure that even the greatest libraries cannot know all its secrets. Aberrations powerful enough to forge a pact include but are not limited to beholders and illithids.

    Use: Automatic

    Loud Decay

    Descriptor: Sonic
    Components: Verbal, somatic
    Range: Medium
    Area of effect: Colossal
    Duration: 5 rounds + 1 round / 2 levels (summon)
    Summon cooldown: 1 turn
    Save: Fortitude 1/2
    Spell resistance: Yes

    The warlock conjures a cloud of spores, growing predatory fungi in a great field. Shriekers let out an ear-piercing wail, damaging creatures caught in the area for 1d6 sonic damage for every 2 warlock levels, with a fortitude saving throw for half damage. Violet Fungi coordinate their hunt with the Shriekers, emerging from the field to devour their softened prey. Casting Loud Decay on the Violet Fungi soothes and heals them for half the damage dice.


    Celestial Pact

    Type of feat: Class
    Prerequisite: Warlock 1

    You have inherited or made a pact with a celestial. Your eldritch powers are drawn from the Upper Planes, unlocking unique abilities.

    Your patron is a chaotic-aligned celestial, whose kind is known to deal in the more secretive powers that suffuse the Upper Planes. These beings risk much hoping bring light to the dark places of the world through you. Celestials powerful enough to forge a pact include but are not limited to chaotic-good-aligned aasimon and eladrin such as firres, ghaeles, shiradi and tulani.

    Use: Automatic

    Light's Calling

    Descriptor: Good
    Components: Verbal, somatic
    Range: Medium
    Area of effect: Colossal
    Duration: 1 round / 5 levels (blind), 5 rounds + 1 round / 2 levels (summon)
    Summon cooldown: 1 turn
    Save: Will to negate
    Spell resistance: Yes

    The warlock implores the heavens, calling down a great beam of light. All creatures caught in the area must pass a will save or be blinded for the duration. The call is answered by a Shattered Guardian, a warrior spirit, who joins battle at the warlock's side for eternal glory.


    Fey Pact


    Type of feat: Class
    Prerequisite: Warlock 1

    You have inherited or made a pact with a fey. Your eldritch powers are drawn from the Faerie, unlocking unique abilities.

    Your patron is a fey of the Seelie or Unseelie Courts, a lineage whose secrets were forgotten before the mortal races were born. These beings' motivations are often whimsical but in service to higher principles, such as striving for greater magical power or the settling of age-old grudges. Fey powerful enough to forge warlock pacts include but are not limited to dryads, nymphs, and verdant princes.

    Use: Automatic

    Dancing Plague

    Descriptor: Disease
    Components: Verbal, somatic
    Range: Medium
    Area of effect: Single, colossal
    Duration: 1 round / 5 levels (dance), 5 rounds + 1 round / 2 levels (summon)
    Summon cooldown: 1 turn
    Save: Fortitude to negate
    Spell resistance: Yes

    The warlock abducts their victim's shadow, making it play mischief on the victim. The shadow attempts to inflict the victim with feverish dancing for the duration, with a fortitude saving throw to resist the disease. Upon failing, the dancing spreads rapidly among nearby creatures. The dancing climaxes into a hearty brawl, with the shadow duking it out for the warlock's team.


    Fiendish Pact

    Type of feat: Class
    Prerequisite: Warlock 1

    You have inherited or made a pact with a fiend. Your eldritch powers are drawn from the Lower Planes, unlocking unique abilities.

    Your patron is a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact are many, including demons such as succubi and balors, devils such as erinyes and pit fiends, or yugoloths such as arcanoloths and ultroloths.

    Use: Automatic

    Binding of Maggots

    Descriptor: Evil
    Components: Verbal, somatic
    Range: Medium
    Area of effect: Large
    Duration: 1 turn (binding circle), 1 round (paralysis), 5 rounds + 1 round / 2 levels (summon)
    Summon cooldown: 1 turn
    Save: Will to negate
    Spell resistance: Yes

    The warlock creates a binding circle on the ground. When an enemy of the warlock enters the circle, they must pass a will saving throw or become paralyzed for the duration. Upon triggering the binding circle, Soul Larvae emerge from the earth to feast on the trapped enemy.


    Elemental Pact

    Type of feat: Class
    Prerequisite: Warlock 1

    You have inherited or made a pact with an elemental. Your eldritch powers are drawn from the Elemental Planes, unlocking unique abilities.

    Your patron is a sentient elemental being, whose kind are known to rule fiefs on the Elemental Planes and have influence over other elemental creatures. These beings are varied in their motivations, but most are arrogant and wield tremendous power. Elementals powerful enough to forge a pact include but are not limited to genies such as djinni, efreeti, marids and janni.

    Use: Automatic

    Primordial Gust

    Descriptor: Cold, electrical, fire
    Components: Verbal
    Range: Short
    Area of effect: 11-meter cone
    Duration: 5 rounds + 1 round / 2 levels (summon)
    Summon cooldown: 1 turn
    Save: Reflex 1/2
    Spell resistance: Yes

    The warlock exhales a mighty gust of elements. Enemies caught in the area take 1d4 cold, electrical, and fire damage for every 3 warlock levels, with a reflex saving throw for half damage. The raw primordial energy coalesces into Mephits, who then proceed to slap, claw, bite, and pull on the hair of the warlock's enemies with great gusto. Breathing Primordial Gust on the Mephits soothes and heals them for 1d4 damage for every 3 warlock levels.


    Slaad Pact

    Type of feat: Class
    Prerequisite: Warlock 1

    You have inherited or made a pact with a slaad. Your eldritch powers are drawn from Limbo, unlocking unique abilities.

    Your patron is a slaad, a carrier of chaos spawned in the primordial soup of infinite possibilities. Slaadi are born in the will of the Ever-Changing Chaos to break down the order of things and expose the unbridled potential lying underneath. Slaadi powerful enough to forge a pact are black, death, gray, and white slaadi.

    Use: Automatic

    Frog Drop

    Descriptor: Chaos
    Components: Somatic
    Range: Medium
    Area of effect: Small
    Duration: 1 round + 1 round / 10 levels (knockdown), 5 rounds + 1 round / 2 levels (summon)
    Summon cooldown: 1 turn
    Save: Reflex to negate
    Spell resistance: No

    The warlock plucks a slaad egg straight from Limbo, hurling it at their enemy. If enemies in a small area fail to dodge out of the way with a reflex save, they are knocked down for the duration. The egg produces a Slaad that immediately imprints on the warlock. If the Slaad is slain, it is respawned in a weaker form.



    Armored Caster

    Type of feat: Class
    Prerequisite: Warlock 1

    The warlock incurs no arcane spell failure from wearing light armor or wielding a small shield. This applies only when more than half of the warlock's character levels are warlock levels.

    Use: Automatic

    Damage Reduction

    Type of feat: Class
    Prerequisite: Warlock 3 (7, 11, 15, 19, 23, 27)

    The eldritch powers are protective of their host, fortifying the warlock against physical attacks. The warlock gains 5/+1 damage reduction, with the enhancement bonus required to bypass it increasing by +1 for every four warlock levels.

    Use: Automatic

    Energy Resistance

    Type of feat: Class
    Prerequisite: Warlock 10 (20)

    The eldritch powers are protective of their host, fortifying the warlock against the elements. The warlock gains 5/- resistance to two of the following energy types: acid, cold, electricity, fire, and sonic. The resistance to the chosen energy types increases to 10/- at warlock level 20.

    Use: Automatic

    Otherworldly Resilience

    Type of feat: Class
    Prerequisite: Warlock 8 (13, 18, 23, 28)

    The eldritch powers are protective of their host, regenerating the warlock's injuries. When the warlock is injured while she is badly wounded (below 50% hit points), the warlock begins to regenerate for 1 hit point per round. The regeneration increases by 1 hit point for every 5 warlock levels.

    Use: Automatic

    ___________________________

    Warlock

    The epic warlock is a font of supernatural magic, having mastered the terrifying eldritch power. She knows ever deeper secrets of the farthest places of the Realms, strengthening the pact with the otherworldly source of their magic.

    Epic warlock bonus feats: Eldritch Master, Epic Eldritch Blast, Epic Skill Focus, Epic Will, Great Charisma, Great Dexterity


    Bonus feats: 23, 26, 29

    Lvl Feats
    21. Epic Warlock
    22.
    23. Bonus Feat, Damage Reduction 6, Otherworldly Resilience 4
    24.
    25.
    26. Bonus Feat
    27. Damage Reduction 7
    28. Otherworldly Resilience 5
    29. Bonus Feat
    30.




    Eldritch Master

    Type of feat: General (epic)
    Prerequisite: Warlock 25, Spellcraft 24

    The warlock's eldritch blast deals +25% damage and grants +3 bonus to attack rolls for 1 round. The attack bonus does not stack with itself.

    Use: Automatic

    Epic Eldritch Blast
    Type of feat: Class
    Prerequisite: Epic Warlock

    Adds +1d6 damage to eldritch blast. This feat can be taken multiple times.

    Use: Automatic
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Joined: Tue Jun 02, 2020 3:13 pm
Location: Buried in kittens.

Arcane Archer

Post by Jes »

Arcane Archer
The Arcane Archer has been changed to Bowmaster on Amia. There are two paths one may take as a Bowmaster: the Arcane Archer and the Bow Master. Arcane Archer requirements remain the same as default with the addition of 1 level assassin able to qualify for it, but non-elf can take the Bow Master route, which has slightly stricter requirements:
  • BAB 7+
    Weapon Focus Longbow or Shortbow
    Martial Weapon Prof.
    Point blank shot
    Rapid Shot
    A level of assassin, bard, sorcerer, or wizard
These Arcane Archer feats have been modified from their default implementations.
  • Death Arrow
    • The DC has been changed to 10 + Arcane Archer level + primary arcane casting ability modifier.

    Hail of Arrows
    • Always hits. Deals d3 piercing damage and d3 magical damage per Arcane Archer level, with one arrow fired per Arcane Archer level. The target makes a Reflex save versus DC of 10 + Arcane Archer level + primary arcane casting ability modifier for half damage. A maximum of one arrow hits every target.

    Imbue Arrow
    • Cast the following arcane spells on basic arrows in your inventory via the Imbue Arrow feat to gain the specified bonus damage (Duration: 1 Hour per Arcane Archer level, Extend Spell is included if applicable):
      • Ice Storm: Cold
      • Mestil’s Acid Breath: Acid
      • Fireball: Fire
      • Lightning Bolt: Lightning
      • Enervation: Negative
      • Sound Burst: Sonic

    Seeker Arrow
    • Always hits. Deals d3 piercing damage and d3 magical damage per Arcane Archer level.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Assassin

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Assassin
Alignment Requirement Change
Now requires any Non-Good.

Assassin Tools
This is a widget automatically gained upon taking Assassin level 2. It will impart your weapon (be it glove, bow or blade) with the ability to make a special strike once every turn. The DC calculation is 10 + Assassin level + Intelligence modifier. Note that the ability doesn't have to be reapplied each time; it persists for 1 Turn per Assassin level.
  • Braining Blow Level 2 Assassin
    • (Stun) (2 Rounds, Will)
      Head injuries are especially traumatic, and the Assassin knows this. Heavy, blunt force dealt by a pommel or leaden arrow can temporarily stun a foe, leaving them vulnerable to a follow-up strike.
    Shrill Strike Level 4 Assassin
    • (Deafness) (Turn/Assassin, Fortitude)
      The importance of the sense of hearing in combat is not lost on the Assassin. An attack upon the auditory organs leaves the ears of the Assassin's foe ringing painfully.
    Beshaba's Favor Level 6 Assassin
    • (-d4 all stats) (supernatural permanent, doesn’t stack, Will)
      The Assassin becomes adept at turning disadvantage to advantage, weakness into strength, bad luck into blessed fortune. Provided, that this misfortune falls upon the Assassin's victim.
    Stalker's Throat-Dart Level 8 Assassin
    • (Silence) (1 Round/Assassin, Fortitude)
      Landing a blow to the throat is one of the most difficult attacks an Assassin can make. By no chance, it is also one of the most rewarding.
    Induce Amaurosis Level 10 Assassin
    • (Blindness) (1 Round/Assassin, Fortitude)
      The Assassin knows that something as innocuous as a culinary spice can have more malign uses. Pepper, thrown into the eyes of the foe in the heat of battle, leaves them a bit burned.
    Blade of Terror Level 12 Assassin
    • (Paralysis) (1 Round/Assassin, Will)
      The appalling viciousness of the Assassin's assault cows the target into submission. The assassin may make a death-attack that causes overwhelming fear to the target of this ability.
    Bloodlet Level 14 Assassin
    • (Level Drain) (supernatural permanent stacks, Fortitude)
      The Carotid and Femoral artery are prime targets for a cutting or piercing strike. An accurate slice can cause the most extreme case of profuse bleeding: untreated, such a strike is as good as a death-sentence.
    Kneecapper's Knife Level 16 Assassin
    • (Knockdown) (Rounds/3 Assassin, Reflex)
      The legs are a promising, if difficult to hit, target. They are often more lightly armored than the torso, as even the most rigid plate armor has many joints and thin parts in its metal.
    Murder Level 18 Assassin
    • (Death, Death Immunity ignored, Fortitude)
      The most valuable and feared tool at the Assassin's disposal is not their famed agility or skill with blade or bow, but their knowledge of anatomy and flagrant disregard for the niceties of honorable combat. This attack leaves nothing about the Assassin's motives to question. A feint, a flash of steel from the shadows, or a careful shot: a strike made with the intent to bring their target down instantly, no matter the cost.


Optional Epic Feats
These feats must be taken as epic bonus feats on Assassin level 14 or 18. They are not given freely.
  • Crippling Strike
    • As per the default feat.
      Note: For this to function, the Assassin must have at least one rank of Sneak Attack. Sneak Attack from equipment counts.
    Defensive Roll Improved Evasion


Spellbook
On Amia, Assassins have a spellbook. They can select the following spells.
  • Level 1
    Expeditious Retreat, Grease, Ironguts, Obscuring Mist, Protection from Alignment, Sleep, True Strike
    Level 2
    Balagarn's Iron Horn, Blindness/Deafness, Bull's Strength, Cat's Grace, Darkness, Fox's Cunning, Ghostly Visage, Invisibility, See invisibility, Ultravision
    Level 3
    Clairaudience/Clairvoyance, Clarity, Find Traps, Gust of Wind, Haste, Keen Edge, Magic Circle Against Alignment, Slow
    Level 4
    Confusion, Fear, Freedom of Movement, Improved Invisibiility, Phantasmal Killer, Polymorph Self, Shadow Conjuration
*Level 2 Assassin PnP Spell: Alter Self by DC Request, note Assassins are able to have one persona of Alter Self not pierceable by True Sight.



Edit by bagoffelt to add link to Spell Progression Spreadsheet on 06292022 @ 19:50 GMT
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Blackguard

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Blackguard


This Blackguard feat has been modified from its default implementation.
  • Dark Blessing
    • The saving throw bonus is capped to Blackguard level (e.g. a level 3 Blackguard would only receive a maximum of +3 saves from Dark Blessing, no matter how high their Charisma modifier is).

This feat must be taken on a Blackguard level. It is not automatically given.
These feats are gained automatically upon leveling and are usable once per day.
  • Aura of Despair
    • Starting at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet to take a -2 penalty on all saving throws. This is a permanent effect that cannot be dispelled and does not have any accompanying VFX.
    Eagle's Splendor
    • Starting at 4rd level, a Blackguard gains the ability to cast Eagle's Splendor.
    Magic Circle against Good
    • Starting at 7th level, a Blackguard gains the ability to cast Magic Circle against Good.
    Divine Favor
    • Starting at 10th level, a Blackguard gains the ability to cast Divine Favor.

Spellbook
On Amia, Blackguards have a spellbook, with Wisdom as the casting stat. They can select the following spells.
  • Level 1
    Bane, Bless, Corrupt weapon, Demon Flesh, Divine Favor, Doom, Endure elements, Inflict light wounds, Magic weapon, Protection from alignment
    Level 2
    Aid, Aura of Glory, Bull's Strength, Cat's Grace, Darkness, Eagle's splendor, Resist elements, Ultravision
    Level 3
    Abyssal Might, Contagion, Dispel Magic, Greater magic weapon, Inflict moderate wounds, Magic circle against alignment, Prayer, Veil of Shadow
    Level 4
    Death ward, Deeper Darkness, Freedom, Inflict serious wounds, Poison, Unholy Sword
Spell Descriptions
These are the descriptions for the unique Blackguard spells listed above.
  • Corrupt Weapon
    The caster corrupts a melee weapon to strike true against good opponents, granting a +1 enhancement bonus and 2d6 negative energy damage vs. good for Turns/Level.
  • Demon Flesh
    The caster grows the thick, leather flesh of a demon, granting a +1 natural armor bonus to Armor Class for every three caster levels (at least +1, maximum +5) for Hours/Level.
  • Veil of Shadow
    Swirling wisps of darkness obscure the caster's form, granting a concealment bonus for Turns/Level.
    Vein of Shadow - Conceal Bonus
    • BG level 3: 20% Conceal
      BG level 6 - 30% Conceal
      BG level 9 - 40% Conceal
      BG level 12 - 50% Conceal
  • Deeper Darkness
    As per Darkness, but with a duration of Turns/Blackguard level.
  • Abyssal Might
    The caster summons evil energy from the Abyss and is imbued with its might. The caster gains a +2 bonus to Strength, Constitution, and Dexterity for Turns/Level.
  • Unholy Sword
    This spell transforms the caster's melee weapon into a powerful Unholy Avenger, a specially blessed weapon that, when wielded by a Blackguard, acts as a +5 unholy weapon that dispels on hit for Two Rounds/Level.



Edit by bagoffelt to add link to Spell Progression Spreadsheet on 06292022 @ 21:30 GMT
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Divine Champion

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Divine Champion


Champions of Torm are no longer considered only followers of Torm on Amia. Instead the class has been changed to be the more general Divine Champion. They have a free range of deity choices, can be any valid worshiper alignment of their deity, and to meet the prerequisites, any Weapon Focus feat may be taken; they are not restricted to melee weapons.

In addition, Divine Champions do not gain Smite Evil at level 3. In its place, they gain the Purge Infidel feat. Divine Champion levels count toward the damage of Paladin Smite Evil, even if they do not gain the feat.


Purge Infidel
  • Gained at 3rd level, the Divine Champion gains bonus damage equal to their class level for the duration of their Charisma modifier as rounds. The bonus damage only works against creatures of an alignment that is different than the Divine Champion. Usable once per day.

Divine Wrath
  • Cool down of base 5 minutes

    Duration: 10 + Cha Mod / 2 + 5 (If Level 20 DC)

    Level 5: +2/5, +3 Ab/damage/saves
    Level 10: +3/10, +5 Ab/damage/saves
    Level 15: +4/10, +7 Ab/damage/saves
    Level 19: +5/15, +7 Ab/damage/saves
    Level 20: +6/20, +9 Ab/damage/saves
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Dragon Disciple

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Dragon Disciple


The Red Dragon Disciple is not limited to only red dragon types on Amia. The following dragon types may be chosen freely (alignment - element type):
  • Gold (LG - Fire)
  • Silver (LG - Cold)
  • Bronze (LG - Electricity)
  • Brass (CG - Fire)
  • Copper (CG - Acid)
  • Red (CE - Fire)
  • Blue (LE - Electricity)
  • Green (LE - Acid)
  • Black (CE - Acid)
  • White (CE - Cold)
  • Shadow (CE - Negative)

This choice affects the disciple's wing color, immunity, and breath weapon type. In order to choose a dragon type, a DM must be asked to grant the benefit in-game. Note that a DM does not have to grant this perk, especially if a PC wildly differs from the established canon details of that dragon type or is not within one-step of their dragon type's alignment. After 10 levels, alignment restrictions grow more strict.

IMPORTANT: See this post for Amia's rulings and server lore for the Dragon Disciple class. It's important to follow these RP guidelines, due to the nature of the class.



These feats are modified from the default Red Dragon Disciple.
  • Draconic Armor
    • The Armor Class gained by this feat has been trimmed. See the progression chart below.
    Draconic Abilities
    • Abilities gained by this feat have been both trimmed and expanded. See the progression chart below.
    Draconic Breath
    • This ability allows the Dragon Didciple to breathe a cone of energy, 20-feet long, dealing 1d10 damage per Dragon Disciple level. It has a Reflex Save [DC 10 + DD Level + Constitution modifier] for half damage. This may be used an unlimited amount of times per day, but has a cool-down between each use:
      • Level 3: Cooldown is 8d6 rounds (48-288 seconds)
        Level 10: Cooldown is 6d6 rounds (36-216 seconds)
        Level 15: Cooldown is 4d6 rounds (24-144 seconds)
    Immunity to Fire
    • Full Immunity to the dragon type's element is not granted at level 10 anymore, but 50% immunity instead. Further levels can improve this. See the progression chart below.
Limited Spells
  • Dragon Disciples on Amia have access to a limited number of spells. These spells, while mechanically presented in your spell book, are actually spell-like abilities, which means they are not affected by Arcane Spell Failure but are still limited to just the spells listed. No PnP spells are available (unless approved in a separate request) and you can't use them for other spell-related rp. (Like in creating magical items.) The spells otherwise function like Bard/Sorcerer spells and are Charisma-based.
 Spell Progression

Known spells
Image

Base spells per day
Image

 Spells available

1 Amplify
1 Burning Hands
1 Color Spray
1 Endure Elements
1 Expeditious Retreat
1 Grease
1 Charm Person
1 Ice Dagger
1 Identify
1 Magic Missile
1 Magic Weapon
1 Negative Energy Ray
1 Protection from Alignment
1 Shield

2 Balagarn's Iron Horn
2 Bull's Strength
2 Cat's Grace
2 Clarity
2 Cloud of Bewilderment
2 Combust
2 Continual Flame
2 Darkness
2 Eagle's Splendor
2 Endurance
2 Fireball
2 Flame Arrow
2 Flame Weapon
2 Fox's Cunning
2 Invisibility
2 Lesser Dispel
2 Lightning Bolt
2 Owl's Wisdom
2 Resist Elements
2 Scintillating Sphere
2 See Invisibility
2 Ultravision
2 Vampiric Touch

3 Ball Lightning
3 Clairaudience and Clairvoyance
3 Cone of Cold
3 Dispel Magic
3 Displacement
3 Find Traps
3 Firebrand
3 Gust of Wind
3 Haste
3 Invisibility Sphere
3 Magic Circle against Alignment
3 Mestil's Acid Breath
3 Negative Energy Burst
3 Slow

4 Bestow Curse
4 Delayed Blast Fireball
4 Dismissal
4 Enervation
4 Fear
4 Greater Dispelling
4 Chain Lightning
4 Ice Storm
4 Legend Lore
4 Lesser Spell Breach
4 Lesser Spell Mantle
4 Remove Curse
4 Shadow Conjuration
4 Stoneskin
4 True Seeing
4 Wall of Fire



Dragon Disciple
  • Requirements:
    • Bard or Sorcerer
      8 Lore
      Not of the Outsider or Fey subraces
    Progression
    1. d6 HP, +1 AC
    2. +2 STR, +1 Caster Level
    3. Dragon Breath (Cooldown 8d6)
    4. d8 HP, +1 Caster Level
    5. ----
    6. d10 HP, +1 Caster Level
    7. +2 CON
    8. +1 AC, +1 Caster Level, (RP Note: No willful removal of DD levels beyond this point.)
    9. +2 INT, Free wings or tail or vfx horns or legs
    10. +2 STR, +2 CHA, 50% immunity to element, Darkvision/immunity to paralysis/immunity to sleep, +1 Caster Level, Dragon Breath (Cooldown 6d6)
    11. d12 HP
    12. +1 AC, +1 Caster Level
    13. ----
    14. 1 Caster Level
    15. 75% immunity to element, Dragon Breath (Cooldown 4d6), Free wings or tail or vfx horns or legs
    16. +1 Caster Level
    17. ----
    18. 24 SR, +2 CON, +2 STR, +1 Caster Level
    19. ----
    20. +1 AC, 100% immunity to element, +2 CHA, 32 SR, +1 Caster Level, Free wings or tail or vfx horns or legs

IMPORTANT: +1 Caster Level applies to scripts and abilities that check Caster Level, such as Spell Resistance checks. It does not add additional new spells learned. See Sorcerer and Bard on the wiki to see the base spells per day differences. For example, a 10 Sorcereer/20 DD has base Sorcerer spell castings 6|6|6|6|5|3|0|0|0|0, which changes to 6|6|6|6|6|6|6|6|6|6* with the additional +10 CL from DD. Because no new spells are learned in this way, any spell levels you cannot access with your base class remain unchanged unless you have metamagic. (This also means that any DD levels added to 20 or more levels of Bard or Sorcerer will not have any effect on spell castings per day.) Additional bonus spells from high Charisma can also apply.

*If you have metamagic feats, then you will have access to the bonus spell slots for those spell levels that you don't know spells for. So for the example above, a character with Maximize spell can cast 6 Maximized Lesser Spell Mantles without CHA bonus spells. If you do not have Metamagic feats, then the underlined spell uses above will be 0 since you can't access them.
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Defender

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Defender


The Dwarven Defender has been changed to Defender on Amia. There are two paths one may take as a Defender: the Dwarven Defender and the Defender. Dwarven Defender requirements remain the same as default, but non-dwarves can take the Defender route, which has slightly stricter requirements:
  • BAB 8+
    Dodge
    Toughness
    Skill Focus: Discipline


These Defender feats have been modified from their default implementations.
  • Perfect Health
    • A Defender may take this feat in epic, ignoring the standard prerequisites for the feat.
    Defensive Stance (Note: Does not work while polymorphed)
    • This feat has been changed to grant the following traits and can be used an unlimited number of times per day:
      • +4 Strength
      • +4 Constitution
      • +5 Resistance Bonus to All Saves
      • +5 Dodge Bonus to AC
  • Epic Dwarven Defender/Defender (11 or more levels) with 20+ base CON now gain the following with the use of Defensive Stance:
      • AB bonus equal to 1/4 CON Mod (this counts towards the +20 AB cap)
      • Unresistable damage shield (applied as Divine damage) equal to: 1 every 5 Defender Levels.
These feats are gained automatically upon leveling.
  • Resist Poison Resist Disease
Moonseer Sui'Aerl Valis - Guardian of Moonpier
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Master Scout

Post by Jes »

Master Scout


The Harper Scout no longer exists on Amia. It has been replaced by the Master Scout, a unique 5-level prestige class that blends abilities from the Ranger and the Rogue classes to create the ultimate outdoor survivalist.



"The wilderness is a harsh, unforgiving place of danger and intrigue. Some, however, call this dangerous land their home. They are the Master Scout, a specialist in survival and fortitude. While they retain similarities to other wardens of the wilderness, the Master Scout stands apart in that their skills lie in the navigation itself. In this, they are unparalleled."

  • Master Scout

    Hit Die: d6
    Proficiencies: Light armor and simple weapons
    Skill Points: 4 + INT modifier
    Base Attack Progression: +3/4
    Primary Saving Throws: Fortitude, Reflex
    Class Skills: Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Discipline, Heal, Hide, Listen, Lore, Move Silently, Search, Set Trap, Spot and Tumble

    Requirements
    • Feats: Skill Focus: Listen, Skill Focus: Spot
      Skills: Craft Trap 2 ranks, Set Trap 2 ranks, Discipline 8 ranks, Spot 2 ranks, Listen 2 ranks, Search 2 ranks and Lore 6 ranks
    Abilities
    • Level 1:
      Dash: Master Scout becomes 10% faster in wilderness areas.

      Level 2:
      Craft Survival Gear: Master Scout can craft various tools and items for a gold cost. The items assist in ambushing enemies and in survivability. Through levels, more items become available for crafting.
      Uncanny Dodge I: As per default feat.

      Level 3:
      Battle Fortitude: Master Scout can call on his hardiness and knowledge and receive +1 to all saves per Master Scout level, for 1 hour per Master Scout level.
      Nature Sense: As per default feat.

      Level 4:
      Trackless Step: As per default feat.

      Level 5:
      Flawless Stride: Master Scout gains permanent Freedom.

    Bonus Feats
    At level 1 and 5, the Master Scout can choose a bonus feat from the following lists:
    • Bonus Feat List
      Lightning Reflexes, Great Fortitude, Iron Will, Toughness
      Epic Bonus Feat List
      Great Strength, Great Constitution, Great Dexterity, Epic Will, Epic Fortitude, Epic Reflexes, Epic Prowess
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Pale Master

Post by Jes »

Pale Master

Note: Pale Master cannot be unlocked by Warlock (this will be fixed mechanically soon, but any Warlock/PMs will need to be rebuilt once it goes into effect). It can be unlocked by Assassin.


The Pale Master has been adjusted as follows:
  • Caster Level
    Pale Master levels count toward caster level when casting spells of the Necromancy school, but only if they are arcane in origin. This includes damage, duration and casting level for the purposes of piercing spell resistance, though due to engine limitations, monk spell resistance is not affected.


    Undead Grafts
    The Pale Master has access to an extended selection of undead grafts in order to strengthen their deathless arts.
    • Paralyzing Touch
      6 Pale Master levels
      Paralysis on melee touch attack. Fortitude Save at DC 10 + INT mod + PM level, with a duration of round/Pale Master level.

      Weakening Touch
      6 Pale Master levels
      1d6 STR damage on melee touch attack, Fortitude Save at DC 10 + int mod + PM level. Lasts 1 hour/Pale Master level.

      Degenerative Touch
      7 Pale Master levels
      Level Drain of 1 level on melee touch attack, Fortitude Save at DC 10 + int mod + PM level. Lasts 1 hour/Pale Master level.

      Commanding Touch
      8 Pale Master levels
      As "Control Undead" on melee touch attack, with caster level (wizard + sorcerer + PM levels), lasting for (wizard + sorcerer + PM level) rounds. Will Save at DC 10 + int mod + PM level.

      Destructive Touch
      9 Pale Master levels
      1d6 CON damage on melee touch attack, Fortitude Save at DC 10 + int mod + PM level, successful save negates CON damage. Lasts 1 hour/Pale Master level.

      Deathless Touch
      10 Pale Master levels
      Death on melee touch attack. Fortitude Save at DC 10 + INT mod + PM level.

Pale Master Summoning Rework
New Bonus Feats:
Pale Master will gain Toughness 1-10, EDR1-3, and all of the spell focus necromancy as new bonus feat options.

New Point System:
There will be a point progression system for PM. One point per PM level, and half a point for Bard/Wizard/Sorc/Assassin. Level 20 PM will receive a bonus point. The points will correlate to summon amount / summon strength.

10 Wizard / 19 PM / 1 Bard = 24 Points

10 Wizard / 20 PM = 26 Points

20 Bard / 10 PM = 20 Points

20 Wizard / 10 PM = 20 Points

New Summon Details:
These abilities compliment the Pale Master's magical skill with front-line toughness. Animate Dead and Summon Undead both summon henchmen style summons, which means they stack with each other and normal summon. Summon Greater Undead functions as a normal summon, and as a result competes for the same slot as Level 1-9 Summons, EDK, EMD, etc.
  • Animate Dead [Duration: Unlimited] [Summon Type: Henchmen]
    • 0-7 Points : Mohrg
    • 8-10 Points : Mohrg x2
    • 11-13 : Lesser Skeletal Archer, Ghoul
    • 14-16 : Skeletal Archer, Ghoul Lord
    • 17+: Skeletal Archer, Ghoul Lord (Customization unlocked)
    • Customization: You can select any combination of Skeletal Archer, Ghoul Lord, and Allip. Also you can select an additional RP option to summon ten basic skeletons or zombies for labor, etc.
    • Every 2 point past 17 creatures get a +1 AB and Damage buff
    Create Undead [Duration: Unlimited] [Summon Type: Henchmen]
    • 0-11 Points : Wraith
    • 12–14 Points : Dread Wraith
    • 15-18 Points : Wight
    • 19-21 Points : Mummy
    • 22+ Points : Greater Mummy (Customization unlocked)
    • Customization: You can select Greater Mummy, Lesser Vampire, or Blaspheme. Also you can select an additional RP option to summon ten basic skeletons or zombies for labor, etc.
    • Every 2 point past 22 creatures get a +1 AB and Damage buff
    Create Greater Undead [Duration: 1 Turn / CL] [Summon Type: Standard]
    • 0-12 Points : Dread Wraith
    • 13-15 Points : Wight
    • 16-19 Points : Mummy
    • 20-23 Points : Greater Mummy
    • 24+ Points : Winterwight
    • The summoned undead gains +6 to Turn Resistance.
Reanimation Details:
A Pale Master has reached into the depths of necromancy and learned of the arts to maintain and rebuild an army of minions with ease. Pale Masters now have a 10% + 1% per PM level to reanimate their fallen minions automatically when they fall. This ability applies only to Henchmen style summons. At 20 Pale Master they gain an additional +20% to this chance for a total of 50%.


Note: See this post for the ruling about In-Character consequences for Pale Master.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
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Knight Commander

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Knight Commander


The Purple Dragon Knight has been replaced by the Knight Commander, a party support specialist whose abilities focus on increasing ally strength and weakening enemies via auras. As with Purple Dragon Knight, the maximum level for this class is 5.



"Whether it is leading the charge on a group of regal knights or cutting down fleeing victims, the Knight Commander stands forefront with a mastery over leadership, co-ordination and discipline. The Knight Commander is a shining example of why a handful of well-organised soldiers can best an army of rabble, gaining abilities to bolster his troops and control the battlefield with expert prowess. While such commanders come from many walks of life, all possess natural talent at direction and tactical supremacy."


  • Knight Commander

    Hit Die: d10
    Proficiencies: All types of armor, shields, simple and martial weapons
    Skill Points: 2 + INT Modifier
    Base Attack Progression: +1
    Primary Saving Throws: Fortitude, Will
    Class Skills: Concentration, Craft Armor, Craft Weapon, Craft Trap, Discipline, Heal, Listen, Lore, Parry, Persuade, Ride and Taunt

    Requirements
    BAB: +5
    Feats: Skill Focus: Discipline, Toughness
    Skills: Persuade 4 ranks, Taunt 4 ranks, Discipline 8 ranks and Lore 4 ranks

    Abilities
    The Knight Commander has access to a number of auras which apply a myriad of effects.

    Level 1:
    • Barricade of Swords: Defensive Aura: Barricade of Swords creates a damage shield around all allies within the aura and allows them to shrug off a minor amount of physical damage. The shields damage is 1d10 slashing damage, +2 per Knight Commander level, +1 per Charisma modifier, to a maximum of Knight Commander level. They also gain 5% damage immunity to bludgeoning, piercing and slashing damage, +1% per Charisma modifier, to a maximum of Knight Commander level.

      Entreatment: Ability which can be used once per Knight Commander level. If they fail a Will save versus the Knight Commander's Taunt, the enemies change targets to instead attack the Knight Commander. Where used against other player characters, this feat simply causes the target to break their action queue and become flat-footed. Enemies failing their Will save are also inflicted with a -2 Attack Bonus penalty for five rounds.

      Stand Down: This is an unlimited feat which allows the Knight Commander to dismiss all of their auras instantly.

    Level 2:
    • Bulwark of Vigilance: Offensive Aura: Upon entering this aura, enemies lose 8% movement speed per Knight Commander level, and receive a -5 Tumble penalty multiplied by their Charisma modifier, to a maximum of Knight Commander level. The Tumble decrease does not lower AC.
    Level 3:
    • Medicant: Defensive Aura: All allies within this aura gain +2 regeneration, which improves to +3 at 5th Knight Commander level. Allies also gain +5 Heal skill per Charisma modifier, to a maximum of Knight Commander level.
    Level 4:
    • Ordnance Support: Offensive Aura: All enemies within this aura suffer a 3% immunity decrease to acid/cold/fire/sonic/electricity per Knight Commander level. Additionally all enemies gain -2 penalty to their spell resistance per Charisma modifier, to a maximum of Knight Commander level.
    Level 5:
    • Vehement Charge: Defensive Aura: All allies within this aura gain immunity to blindness, charm, confusion, deafness, fear, daze, sleep, slow and stun. Allies also gain 3% movement speed increase per Charisma modifier, to a maximum of Knight Commander level. This aura also inflicts a penalty of -10 discipline to all allies.

      Shield Ally: Knight Commander can shield one ally within 20 foot, giving him +4 dodge AC, while doing so the Knight Commander receives -4 to his attack. This ability may be used unlimited times per day; the Knight Commander cannot use it on himself.

    NOTE: You can only have one defensive and one offensive aura active at the same time. All defensive auras have a radius of 30 foot, while offensive auras have a radius of 10 foot. All auras are infinite use with an unlimited duration.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Jes
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Shadowdancer

Post by Jes »

Shadowdancer
Shadowdancers operate in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Despite their link with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish.

Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.



  • Shadowdancer (Prestige Class, 20 levels max)

    Hit Die: 1d8
    Proficiencies: simple weapons, light armor
    Skill Points: 6 + INT modifier
    Base Attack Progression: 3/4
    Primary Saving Throws: Reflex
    Class Skills: heal, hide, listen, lore, move silently, persuade, pick pocket, search, spot, tumble


    Requirements:
    • Feats: dodge, mobility

      Skills: hide 10 ranks, move silently 8 ranks, tumble 5 ranks

    Progression:
    1. Darkvision, Evasion, Uncanny Dodge I
    2. Shadow Daze, Summon Shadow
    3. Shadow Evade, Shadow Jump
    4. Defensive Roll, Uncanny Dodgy II
    5. Hide in Plain Sight
    6. Slippery Mind
    7. Stealthy Feat
    8. Improved evasion, Uncanny Dodge III, Embracing Cold 1
    9. Umbran Arts 1
    10. BONUS FEAT, Embracing Cold 2
    11. Umbran Arts 2
    12. BONUS FEAT, Embracing Cold 3
    13. BONUS FEAT, Embracing Cold 4
    14. Umbran Arts 3

      Epic Bonus Feats:
      blinding speed, epic skill focus (all but animal empathy, perform), epic dodge, epic reflexes, epic shadowlord, improved whirlwind attack, self concealment, superior initiative, Weapon Focus, Epic Weapon Focus, and Great Dex


      Shadow Daze
      Instead of being 1 use per day, Shadow Daze has been changed to a cool-down dependent on Shadowdancer level.

      The base cool-down is 5 turns (or 300 seconds). For every Shadowdancer level past 5, the cool-down is decreased by 3 rounds (or 18 seconds). For example, a level 10 Shadowdancer has a cool-down of 210 seconds. A level 20 Shadowdancer has a cool-down of 30 seconds.

      Summon Shadow
      The Shadowdancer's summon has been redesigned. See here for the relevant details.

      Summon Shade will receive some minor buffs. This will clone the users appearance for the shadow. More damage through enhancement + cold damage. Duration is now doubled with the Epic Shadow Feat.

      Shadow Evade
      Three times per day the shadowdancer can call upon the shadows in the area to help conceal her. She gains a 5% concealment bonus, damage reduction of 5/+1, and a +1 AC bonus. The effect lasts for 1round/shadow dancer level. This improves as the shadowdancer goes up in levels.

      How Shadow Evade Improves with levels

      Shadow Jump
      Shadow Jump is a method of transportation used by Shadowdancers to "jump" from a shadow equal to at least half the size of the Dancers body, to another shadow following the same restrictions. Shadow Jump utilizes the transplanar space between the Shadow and the Material Planes. This transplanar space can -not- safely be reached on the Shadow Plane and must only be used while on the Material Plane. There can also be no obstacles in the Dancers Jump path. Obstacles include but limited to, doors, gates, walls, boulders, fences, etc. Anything that hinders the straight line to where the Dancer is jumping to. Shadow Jump can get the Dancer airborne, either from jumping over pitfalls or up or down cliffs.
      The Dancer can not bring any other living matter with them through the jump exclusive of other Shadowdancers.

      Usable unlimited amount of times with a cooldown of 12 seconds.

      Hide in Plain Sight
      There is a cool-down on Hide in Plain Sight. When stealth mode is deactivated, Hide in Plain Sight will not function for another six seconds.

      If someone casts Light on you, you cannot use HiPS anymore. This is not restricted mechanically, so you have to manage this yourself. Do not abuse the lack of mechanical implementation, please.

      Embracing Cold
      The very shadows that they use to hide in embraces them. Once leaving hiding they will receive a damage buff. For 2 round their weapon will recieve bonus damage.


      1d6 Cold Damage at Embracing Cold 1.
      1d12 Cold Damage at Embracing Cold 2.
      2d8 Cold Damage at Embracing Cold 3.
      2d12 Cold Damage at Embracing Cold 4.

      Umbran Arts I (Night Eyes)
      Through attuning to the shadows, the user gains complete immunity to the spell Darkness.

      Umbran Arts II(Tenebrous Tempo)
      Increases the user's movement speed by 25% for rounds/Shadowdancer level, using shadows to travel quickly.

      Umbran Arts III (Vestment of Shadows )
      The user draws in Shadows to create a powerful magical vestment around their person, gaining Damage Reduction (10/+5 absorbing 150 Melee Damage before collapsing), Immunity to Death Magic, and 50% cold immunity for Turns/Shadowdancer level.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Shifter

Post by Jes »

Shifter
  • Tip: Characters are not saved while polymorphed, so remember to save often after unpolymorphing
The Amian Shifter is completely overhauled from the base Shifter class. Every form in the entire game has been changed and modified to bring it more in line with the rest of the classes in the game. The changes are extensive and exhaustive. All pre-epic forms now have an epic variety obtained as you level higher into the Shifter class into epic. Gloves/Bracers also now merge into appropriate forms, unlike in default Neverwinter Nights.

  • AC Progression
    Shifters gain a unique bonus AC progression which applies when shapeshifted. Note that certain forms may have additional AC on top of what Shifter levels provide.

    Code: Select all

        Shifter Level -> 1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20
        -----------------------------------------------------------------------------
        Armor      |     0  0  0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5
        Deflection |     0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5  5 
        Dodge      |     0  0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5
        Natural    |     1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5  5  5
        Shield     |     3  3  4  4  4  5  5  5  6  6  6  7  7  7  8  8  8  8  8  8
    At level 20 Shifter, a total bonus of +28 AC is gained when shifted.


    Ability Overwriting
    If a Shifter shifts into a form with a physical ability higher than their own (for instance, a Shifter with 12 Strength shifts into Drow with 20 Strength), then the higher value will overwrite. This works in reverse, too: if a Shifter with 24 Strength shifts into Drow with 20 Strength, then their Strength would remain at 24 as it is the superior amount.


    DC Calculations and Spells
    DCs on Shifter abilities are calculated from a unique formula: 10 + 1/2 of Shifter Level + Wisdom Modifier. In cases where an ability has a duration, it is calculated as Druid + Shifter level. For abilities which have a scaling damage amount, the amount is again calculated as Druid + Shifter level.

    Note that metamagic feats do not work on Shifter spells, and Expertise/Improved Expertise cannot be used on Shifter abilities or spells.


    Epic Form Progression
    There is an epic version of every non-feat obtained form. Epic forms will usually have increased damage over non-epic forms, or have access to a further range of abilities.

    They are obtained with the following amount of Shifter levels:
    • Shifter Level 11: Epic Greater Wildshape I
      Shifter Level 13: Epic Greater Wildshape II
      Shifter Level 15: Epic Greater Wildshape III
      Shifter Level 17: Epic Humanoid Shape
      Shifter Level 19: Epic Greater Wildshape IV

    Shifter Shape Details
    Due to the sheer amount of information, the details are contained in a xls file (openable by Excel or any similar program which deals with spreadsheets). It's a valuable source of information for Shifter players, so you should really download it and look it over. Seriously.

    Shape Info as of 4/20/2021


    Additional Forms
    • Goblin Mage
      Requires 1 level of Shifter; Found in-game.

      Faerie Dragon
      Requires 3 levels of Shifter; Can be requested after learning from another player or rewarded by a DM.

      Faerie
      Requires 12 level of Druid or 4 levels of Shifter; Found in-game.

      Ettercap
      Requires 5 levels of Shifter; Found in-game.

      Nymph
      Requires 12 levels of Druid or 5 levels of Shifter; Found in-game.

      Dryad
      Requires 12 levels of Druid or 6 levels of Shifter; Can be requested after learning from another player or rewarded by a DM.

      Mummy
      Requires 7 levels of Shifter; Can be requested after learning from another player or rewarded by a DM.

      Succubus
      Requires 9 level of Shifter; Can be requested after learning from another player or rewarded by a DM.

      Outsider Shape - Bear Rakshasa
      Requires feat: Outsider Shape; Can be requested after learning from another player or rewarded by a DM.

    Feats
    Shifters gain the following feats at the indicated levels:
    • Wild Shape 4x day
      Gained at 7th level.

      Wild Shape 5x day
      Gained at 13th level.

      Elemental Shape
      Gained at 14th level.

      Elemental Shape 2x day
      Gained at 15th level.

      Wild Shape 6x day
      Gained at 16th level.

      Elemental Shape 3x day
      Gained at 17th level.

      Improved Elemental Shape
      Gained at 18th level.

      Infinite Wild Shape
      Gained at 19th level.

      Infinite Elemental Shape
      Gained at 20th level.

    Skills
    This skill has been added as class skill to the Shifter skill list:
    • Move Silently

    One Thousand Faces
    One Thousand Faces gives you a wider range of animals and humanoid creatures to shift into. In order to learn this, you must have received tutoring from a druid or shifter with this ability. You may request this ability on the forums after you have completed sufficient training roleplay with your tutor.

    You need at least 13 Shifter or Shifter/Druid levels for this feat.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Ailahra - Servant of Nature
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Ranger

Post by Amarice-Elaraliel »

Ranger
Spell Book Changes:
  • 1st level = Bless, Divine Favor, Alarm
    2nd level = Barkskin, Bull Strength, Endurance, Owls wisdom, Fox's Cunning
    3th level = Bane Bow
    4th Level = Bloodfire Arrows, Bloodfreeze Arrows, Awaken


Bane Bow = Grants a +1 attack and mighty bonus per 3 ranger levels till 25 (Caps at +5), then an additional +1 at 26, and +1 at 27. Level 27 also grants keen. Cast on the person, not the weapon for it to function properly.
Bloodfire arrows = Creates 2d6 fire damage arrows for 100 gold. and both are added.
bloodfreeze arrows = Creates 2d6 cold damage arrows for 100 gold.

New Level 25 Ranger Epic Companion Feat (Can be taken as a bonus feat or general feat):
  • Badger becomes a Wyvern
    ~+6 STR/DEX/CON, 200 Temp HP
    ~+40 Discipline (enough for PVE, not enough for PvP)
    (Badger is already really good, just adding a little extra on top of the default)

    Wolf becomes a Displacer Beast
    ~+6 STR/DEX/CON, 200 Temp HP
    ~50% Concealment
    ~Permanent Ultravision
    ~+6 Bludgeoning Damage
    (Bit of a boost here and there with the niche of having 50% Concealment and can shrug off darkness)

    Bear becomes a Dire Bear
    ~+6 STR/DEX, +12 CON, 300 Temp HP
    ~Remove Power Attack feats
    ~+10 bludgeoning damage
    ~+50 Discipline

    Boar becomes a Dinosaur, Raptor
    ~+6 STR/DEX/CON, 200 Temp HP
    ~Removes Power Attack
    ~+10 Bludgeoning Damage

    Hawk becomes a Giant Eagle
    ~+6 CON, +10 STR, +4 DEX, 200 Temp HP
    ~+13 Spot (this will give it 80 spot, which is enough to beat most sneaks, but not all)
    ~Freedom
    ~ +5 Piercing Damage

    Panther becomes a Male Lion
    ~+6 STR/DEX, + 8 CON, 200 Temp HP
    ~+10 percent physical DR

    Dire Wolf becomes Fierce Guardian
    ~+10 STR/DEX/CON, 200 Temp HP
    ~+10 Bludgeoning Damage

    Spider becomes a Gargantuan Spider
    ~+6 DEX/CON, +9 STR, 200 Temp HP
    ~+2d6 Acid damage
    ~+5 Piercing damage

    Dire Rat becomes Giant Scorpion
    ~+8 STR/DEX/CON, 200 Temp HP
    ~+10/- Fire resist
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Arbalest

Post by charles1810 »

Arbalest


"The Arbalest is a master of the crossbow. Skilled at reloading and taking aim at vulnerable spots, letting their mighty weapon puncture through with little to no trouble. Crossbowmen are slower compared to their bow counterparts but pack a significantly larger punch."


  • Arbalest (Prestige Class)

    Hit Die: 1d8
    Proficiencies: None
    Skill Points: 4 + INT modifier
    Base Attack Progression: +1
    Primary Saving Throws: Reflex
    Class Skills: Concentration, Heal, Hide, Listen, More, Move Silently, Spot, Craft Trap, Craft Weapon, Craft Armor, Ride


    Requirements:
    • Base Attack Bonus: +5
      Feats: Weapon Focus (Light or Heavy Crossbow)

    Progression:
    • 1. Piercing Shot
      3. Craft Bolt
      5. +1 AB, +1 damage
      10. +1 AB, +1 damage
      13. Epic Bonus Feat
      15. +1 AB, +1 damage
      16. Epic Bonus Feat
      19. Epic Bonus Feat
      20. +1 AB, +1 damage

      Epic Bonus Feats:
      Epic Weapon Focus (Light or Heavy Crossbow), Great Dexterity I-X, Epic Prowess, Blinding Speed, Epic Toughness I-X, Epic Reflexes, Overwhelming Critical (Light or Heavy Crossbow), Devasting Critical (Light or Heavy Crossbow)


      Piercing Shot
      "A master crossbow user knows how to aim their weapon to bypass most armor and hit the vulnerable weak portions."
      This is a togglable ability. It takes an action to activate/deactivate. You gain 1 AB every two levels of Arbalest, and 1 Damage every one level of Arbalest. The damage is divine to represent armor piercing properties. This stacks with the natural damage/ab progression you earn leveling up.

      Craft Bolt
      "A master crossbow user learns how to craft their ammunition in the field, out of the materials on hand."
      Every 3 levels, starting at level 3, you gain the ability to craft a new type of bolt.
      • 3. 1d8 Fire bolts
        6. 1d8 Electrical bolts
        9. 1d8 Magical bolts
        12. 1d10 Fire, 1d10 Cold bolts (both effects on the same bolt)
        15. 2d10 Acid bolts, On-Hit: Blind bolts (both effects on the same bolt)
        18. 1d10 Bludgeoning, Extra damage type: Bludgeoning bolts (both effects on the same bolt)
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Cavalry

Post by charles1810 »

Cavalry


"A warrior who has mastered the art of mounted combat on horseback. They forge a trusted bond with their animal and learn to fight as one. Many Cavalry are vastly superior combatants on horse than they are on foot as a result."


  • Cavalry (Prestige Class, 5 levels max)

    Hit Die: 1d10
    Proficiencies: All types of armor, shields, simple and martial weapons
    Skill Points: 2 + INT modifier
    Base Attack Progression: +1
    Primary Saving Throws: Fortitude
    Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Lore, Parry, Ride, Spot, Taunt, Intimidate


    Requirements:
    • Base Attack Bonus: +10
      Skills: 10 Ride
      (Class opened to all races (Static Skins will not work, obviously)

    Progression:
    1. Cavalry Mount (3/day), 10% increased speed, 80 temporary hit points
    2. Bonus Feat, 10% increased speed, 40 temporary hit points
    3. 10% increased speed, 80 temporary hit points
    4. Bonus Feat,20% increased speed, 160 temporary hit points, +1 Attack Bonus, +1 damage
    5. 30% increased speed, 200 temporary hit points, +2 Attck Bonus, +2 damage


      Bonus Feats:
      At levels 2, and 4, the Cavalry can choose a Bonus Feat from the fighter bonus feat list, save for Weapon Specialisation.

      Cavalry Mount
      At level one, upon gaining the feat, you are given a widget that lets you alternate between different horse styles. There are currently 20 different horses you can switch between. There are four main colors (Walnut, Gunpowder, Spotted, and Black) and each of these four has 5 main variants. These variants are standard horse with saddle, horse with leather barding, horse with scale mail barding, horse with purple bardings, and horse with red bardings.

      Your AC while mounted will be calculated based off of your riding skill. You will lose tumble AC while mounted and instead gain 1 AC per 5 base ranks of Ride.

      Ranged Weapons cannot be used when mounted, save for the short bow, and only after you have both the Mounted Combat and Mounted Archery feats. (Note: Both of these feats only add the ability to use a short bow, do not impart their vanilla effects, and do not impart any stats)

Cavalry - Custom Mounts

Cavalry characters get one free bottled companion OR generic summon of their mount. If you don't want one of the generic mounts available on the Cavalry Mount widget already, you can get a single free custom mount of the "normal" mount options of your choice (at the delivering DM's discretion - it should fit the character). Any of the following racial alternatives can be purchased from a racially appropriate location (A dwarf can buy a riding boar from Barak Runedar, for example.) The special Class Combination alternatives can only be chosen if the listed class is your primary class for a base class or at least 10 levels for a PrC.

In other words, you can switch your "default" mount to a racial or class selection as outlined below for free. You can also get a bottled companion (or generic summon) of that mount for free. You do not need to write a request for these.

If the mount you want is not in the lists below, you will pay normal skinchanger/summon reskin/bottled companion DC fees (it's 10 DCs for both a new mount and a summon/BC of it), and you must write a request for it. If you want more than one mount beyond what's available on the widget, you will have to pay for those, too. Only the first mount change + summon is free for Cavalry characters.

General Guideline for Racial Alternatives to Horses:
  • Dwarves - Riding lizard (Not Peylio). Boar. Polar Bear.
  • Elves - Deer. Elk.
  • Gnomes/Halflings - Any goat. Riding dog (Only have the one that looks like a wolf, but if it's a dog in RP, it's fine.)
  • Half-Elf - Any camel. Deer. Elk.
  • Half-Orc - Boar. Riding Wolf.
  • Humans - Any camel.
  • Drow - Riding lizard (Not Peylio).
  • Other Monsters - Riding lizard (Not Peylio). Boar. Riding Wolf.

General Guideline for Class Combination Alternatives to Horses:
  • Pale Master - Any undead horse.
  • Blackguard - Any Nightmare.
  • Ranger - Any Griffon.
  • Paladin - Any white unicorn.


If you choose a custom normal mount, that will be the one we make into your free BC/summon (so you can't get a bear mount but ask for a riding lizard summon).


If you want your Cavalry character to use one of the exotic mounts, listed in this post, but your race or class does not grant access to it, then those still require a request, suitable RP, and the 10 DC cost for the mount change and BC/summon.
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Duelist

Post by charles1810 »

Duelist


"The Duelist is an expert of fighting with a single, one handed weapon. These masters range from fast, quick, rapier-wielding duelists to the legendary katana users who can take down their foe in one quick slash. Their fighting style is a one that allows flexibility through one hand being free for balance, a quick punch, or a sudden shift of their stance where they can use their weapon in both hands for added power."


  • Duelist (Prestige Class, 5 levels max)

    Hit Die: 1d10
    Proficiencies: Weapon Proficiency (Martial)
    Skill Points: 2 + INT modifier
    Base Attack Progression: +1
    Primary Saving Throws: Fortitude
    Class Skills: Discipline, Heal, Lore, Parry, Spot, Tumble, Intimidate, Ride


    Requirements:
    • Base Attack Bonus: +8
      Skills: 18 Parry

      Note: Duelist can not be taken with Monk levels, neither can Monk be taken with Duelist levels. This is mechanically enforced so you physically are unable to take this combination in game.

    Progression:
    1. +1 Shield AC, +1 Piercing damage
    2. +3 Shield AC, +2 Piercing damage
    3. +4 Shield AC, +3 Piercing damage, Improved Parry
    4. +5 Shield AC, +4 Piercing damage
    5. +7 Shield AC, +5 Piercing damage, +1 AB

      These bonuses only apply while wielding a single, one-handed weapon.
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Escape Artist

Post by charles1810 »

Escape Artist


"The Escape Artist is a master of getting out of a situation completely unharmed. Their own personal safety is the only thing on their mind."


  • Escape Artist (Prestige Class, 10 levels max)

    Hit Die: 1d6
    Proficiencies: Weapon Proficiency (Rogue)
    Skill Points: 8 + INT modifier
    Base Attack Progression: +3/4
    Primary Saving Throws: Reflex
    Class Skills: Heal, Hide, Listen, Lore, Move Silently, Persuade, Pick Pocket, Search, Spot, Tumble, Open Lock

    Requirements:
    • Feats: Dodge
      Skills: 10 Tumble, 5 Open Lock

    Progression:
    1. Uncanny dodge I
    2. Self Concealment I
    3. Uncanny Dodge II, Evasion
    4. Self Concealment II
    5. Uncanny Dodge III, Vanish I
    6. Self Concealment III
    7. Uncanny Dodge IV, Defensive Roll
    8. Self Concealment IV
    9. Uncanny Dodge V, Slippery Mind
    10. Uncanny Dodge VI, Improved Evasion, Self Concealment V, Vanish II

      Vanish
      At level 5 upon death the Escape Artist revives instantly with 1/2 hp and invisibility. Upon level 10 the Escape Artist will revive instantly with full hp and invisibility
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Field Medicus

Post by charles1810 »

Field Medicus


"Most individuals in the realm are not capable of summoning forth their gods power to heal others; They must do it the old-fashioned way. Field Medicus are experienced healers who spend most of their time in the battlefield tending wounds and preventing death. They are usually the unsung heroes of war bands or even bandit groups."


  • Field Medicus (Prestige Class, 5 levels max)

    Hit Die: 1d10
    Proficiencies: None
    Skill Points: 3 + INT modifier
    Base Attack Progression: +3/4
    Primary Saving Throws: Fortitude, Will
    Class Skills: Concentration, Discipline, Heal, Intimidate, Listen, Lore, Parry, Search, Spot, Taunt


    Requirements:
    • Feats: Skill Focus: Heal
      Skills: 8 Heal, 5 Discipline

    Progression:
    1. Combat Bandage I
    2. Bonus Feat, Strong Soul
    3. Combat Bandage II
    4. Bonus Feat, Iron Will, Great Fortitude
    5. Combat Bandage III, Manufacture Heal Kits, Perfect Health

      Combat Bandage
      An ability with a 20 second cooldown. In touch range, it imparts the target with regeneration equal to the users Wisdom modifier, to a maximum of five, for rounds equal to two rounds per level of Field Medicus.
      At class level 3, it additionally grants a +2 universal save bonus for one turn per level of Field Medicus. This bonus improves to +3 at level 5.
      At class level 5, it also grants 50 temporary hit points for 5 rounds

      Manufacture Heal Kits
      At fifth level, the Field Medicus is adept at having to create various forms of healing kits, they can create Healing Kits +25, which are untradeable and bound to the player, for a 5,000 gold price for a stack of 10.
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Path of Enlightenment

Post by charles1810 »

Path of Enlightenment


"The Path of Enlightenment is one few reach. The ones who do, though, unlock untold potiental within themselves. Their abilities and mastery of their own bodies becomes supernatural and their understanding of their ki unparallelled."


  • Path of Enlightenment (Prestige Class, 5 levels max)

    Hit Die: 1d8
    Proficiencies: None
    Skill Points: 4 + INT modifier
    Base Attack Progression: N/A
    Primary Saving Throws: N/A
    Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Persuade, Tumble


    Requirements:
    • Feats: Perfect Self (20+ Monk levels)

    Progression:
    • On level 1, the Monk must choose a Path, granting different Enlightement effects depending on the path. Enlightenment can only be used with fists, and is a tun on/off ability.

      Path of Mists
      "A monk that chooses the enlightened Path of Mists learns how to use their inner ki to establish a semi-permanent state of unrestricted movement. They are harder to hit, and impossible to restrict or trap."
      1. +2 AB, 10% Concealment, +1 cold damage
      2. +2 AB, 20% Concealment, +2 cold damage
      3. +2 AB, 30% Concealment, +3 cold damage
      4. +2 AB, 40% Concealment, +4 cold damage
      5. +2 AB, 50% Concealment, +5 cold damage, Freedom
      Path of Elements
      "A monk that chooses the enlightened Path of Elements learns how to use their inner ki to establish a semi-permanent connection with the elements. Fire, electricity and cold are all sources of power that the monk can freely generate and use."
      1. +2 AB, 5/- elemental damage resistance, +4 elemental damage
      2. +2 AB, 7/- elemental damage resistance, +6 elemental damage
      3. +2 AB, 10/- elemental damage resistance, +8 elemental damage
      4. +2 AB, 12/- elemental damage resistance, +10 elemental damage
      5. +2 AB, 15/- elemental damage resistance, +12 elemental damage
      Path of Life
      "A monk that chooses the enlightened Path of Life learns how to use their inner ki to repel death itself. They develop super human regeneration and iron will to resist death magic."
      1. +2 AB, +2 Regeneration
      2. +2 AB, +4 Regeneration
      3. +2 AB, +6 Regeneration
      4. +2 AB, +8 Regeneration
      5. +2 AB, +10 Regeneration, Immunity: Death Magic
      Path of Ironskin
      "A monk that chooses the enlightened Path of Ironskin learns how to use their inner ki to harden their exterior from harm. Their flesh becomes like stone and many physical attacks bounce right off. They become dense and heavy while pursuing this path."
      Note: Movement speed is reduced while active.
      1. +2 AB, 5/- Damage Resistance to Bludgeoning, Piercing, and Slashing damage
      2. +2 AB, 10/- Damage Resistance to Bludgeoning, Piercing, and Slashing damage
      3. +2 AB, 15/- Damage Resistance to Bludgeoning, Piercing, and Slashing damage
      4. +2 AB, 20/- Damage Resistance to Bludgeoning, Piercing, and Slashing damage
      5. +2 AB, 25/- Damage Resistance to Bludgeoning, Piercing, and Slashing damage
      Path of Anti-Magic
      "A monk that chooses the enlightened Path of Anti-Magic learns how to use their ki to amplify their already significant resistance to magic."
      Note: Path of Enlightenment doesn't benefit from normal monk SR progression. Instead, Path of Anti-Magic is built to emulate the normal SR level progression with added boosts.
      1. +2 AB, +3 Spell Resistance
      2. +2 AB, +4 Spell Resistance
      3. +2 AB, +7 Spell Resistance
      4. +2 AB, +8 Spell Resistance
      5. +2 AB, +11 Spell Resistance, 5/- Damage Resistance versus Magic damage
      Path of Pain
      "A monk that chooses the enlightened Path of Pain learns to unlock the hidden potiental of ones body. They push themselves beyond any known limit to the point that while they enter this state they become super-human, at the cost of their own health. Their body destroys itself the longer they reside in this state: Muscles and ligaments tearing themselves apart as the user fights."
      Note: While Enlightment is active you are dealt 5 divine damage on the first round and 5 more damage per consecutive round after. Round one you deals 5 damage, round 2 deals 10, round 3 deals 15, and so on.
      1. +2 AB, +2 AC, +4 Bludgeoning damage, 4/- Damage resistance versus Bludgeoning, Piercing, and Slashing damage
      2. +2 AB, +2 AC, +6 Bludgeoning damage, 6/- Damage resistance versus Bludgeoning, Piercing, and Slashing damage
      3. +3 AB, +3 AC, +6 Bludgeoning damage, 6/- Damage resistance versus Bludgeoning, Piercing, and Slashing damage
      4. +3 AB, +3 AC, +8 Bludgeoning damage, 8/- Damage resistance versus Bludgeoning, Piercing, and Slashing damage
      5. +4 AB, +4 AC, +10 Bludgeoning damage, 10/- Damage resistance versus Bludgeoning, Piercing, and Slashing damage, Haste


      Path of Zen
      "Placeholder"
      1. 1/4 Wisdom mod damage
      2. +1 Uni Saves
      3. 1/3 Wisdom mod Damage
      4. +2 Uni Save
      5. 1/2 Wisdom mod AB
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Two Weapon Fighter

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Two Weapon Fighter


"A warrior who has mastered the art of two swords. They excel at striking from multiple angles at one time, or striking and defending in one fluid motion. They are a rare breed of warrior but truly a terror on the battlefield for those few who learn to master the style."


  • Two Weapon Fighter (Prestige Class, 5 levels max)

    Hit Die: 1d10
    Proficiencies: None
    Skill Points: 2 + INT modifier
    Base Attack Progression: +1
    Primary Saving Throws: Fortitude
    Class Skills: Concentration, Discipline, Heal, Listen, Lore, Parry, Search, Spot, Taunt, Intimidate


    Requirements:
    • Base Attack Bonus: +7
      Feats: Power Attack, Lightning Reflexes

    Progression:
    1. Ambidexterity, Two Weapon Defense I
    2. Two-Weapon Fighting
    3. Two Weapon Defense II
    4. Improved Two-Weapon Fighting
    5. Epic Prowess, Two Weapon Defense IV, medium weapons are now treated as small for medium characters, and small weapons are treated as tiny for small characters for dual-wielding AB penalty purposes


      Two Weapon Defense
      When dual-wielding or using a double-sided weapon, you will receive a shield AC bonus of +1 at level 1, +2 at level 3, and +4 at level 5.
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Warslinger

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Warslinger


"The Warslinger is an expert in the use of the weapon commonly associated with the halfling race."


  • Warslinger (Prestige Class, 5 levels max)

    Hit Die: 1d10
    Proficiencies: Light and medium armors, shields
    Skill Points: 2 + INT modifier
    Base Attack Progression: +1
    Primary Saving Throws: Fortitude
    Class Skills: Discipline, Craft Weapon, Move Silently, Listen, Hide, Spot, Search, Tumble


    Requirements:
    • Base Attack Bonus: +5
      Feats: Weapon Focus: Sling, Point Blank Shot

    Progression:
    1. Precision Ammo Crafting I
    2. Rapid Shot, Called Shot
    3. Precision Ammo Crafting II
    4. Improved Critical: Sling
    5. Precision Ammo Crafting III


      Bonus Feats:
      At levels 1, 3, and 5, the Warslinger can choose a Bonus Feat from the following lists:
      • Bonus Feat List
        Great Fortitude, Iron Will, Lightning Reflexes, Armor proficiency (heavy), Dodge, Blind Fight, Power Attack, Improved Power Attack, Skill Focus in the following skills: Discipline, Craft Weapon, Move Silently, Listen, Hide, Spot, Search, Tumble
        Epic Bonus Feat List
        Epic Weapon Focus: Sling, Epic Weapon Specialisation: Sling, Overwhelming Critical: Sling, Devastating Critical: Sling, Epic Prowess, Epic Skill Focus in the following skills: Discipline, Craft Weapon, Move Silently, Listen, Hide, Spot, Search, Tumble
      Precision Ammo Crafting
      Warslingers are capable of bringing forth a wide variety of bullet types to take down their foes. More types of bullets become availible at levels 3 and 5.
      • Bullet types
        Level 1: 2d6 Bludgeoning, Piercing, or Slashing damage
        Level 3: 2d6 Acid, Cold, Fire, or Electrical damage
        Level 5: 1d6 Magical damage and +3 Vampiric Regeneration, On-Hit: Silence, On-Hit: Dispel, or 2d6 Magical damage
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Bloodsworn

Post by charles1810 »

Bloodsworn
(UNIQUE CLASS)You swear your body and mind in its entirety to some greater power. This could be a great devil, demon, fey or another magical creature. Unlike a Blackguard or Warlock in which you form a pact, this path requires fully giving yourself over to your new Master. The boons they grant you are purely for their benefit as you are now a warrior or servant to their cause. Much like a human would give his prized horse armor before battle, the Master of the Bloodsworn does the same.

A Paladin, Ranger, Druid, or Cleric of a faith can serve in an army under the banner of one capable of granting them Bloodsworn boons as long as the deity and the Bloodsworn's Master do not conflict. Blackguards and Warlocks may also become Bloodsworn to their pact holders/patrons.



  • Bloodsworn(Prestige Class)


    Hit Die: 1d10
    Proficiencies: Simple Prof., Martial Prof., Shield, and Heavy Armor
    Primary Saves: All
    Skill Points: 4+ Int Modifier.
    Skills: Concentration, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Spot, Taunt, Intimidate, and Ride
    Attack Bonus Progression: 1

    Requirements:
    • Bloodsworn Feat (Gained via DM atm)
      BAB 4+
      Lore 6
    Progression:

    (Max 5 Levels for this class)
    • 1. Blood Gifts Ability gained, Pick any Boon
      2. Pick any Boon
      4. Pick any Boon

    Boon of Strength

    Boon of Strength: Toggleable ability. When active, it provides the Bloodsworn with an undispellable bonus to their Strength equal to 1 at Bloodsworn level 1, 2 at Bloodsworn level 3, and 3 at Bloodsworn level 5.

    (There's one of those for each of the stats, DEX, CON, INT, etc)

    Boon of Life
    Boon of Life: Toggleable ability. When active, it provides the Bloodsworn with an undispellable regeneration equal to 1 at Bloodsworn level 1, 2 at Bloodsworn level 3, and 3 at Bloodsworn level 5

    Boon of Luck
    Boon of Luck: Toggleable ability. When active, it provides the Bloodsworn with an undispellable bonus to their saving throws equal to 1 at Bloodsworn level 1, 2 at Bloodsworn level 3, and 4 at Bloodsworn level 5.

    Boon of Shadows
    Boon of Shadows: Toggleable ability. When active, it provides the Bloodsworn with an undispellable bonus to hide and move silently equal to 2 per Bloodsworn level. Also provides an undispellable ultravision.

    Boon of Perception
    Boon of Perception. Toggleable ability. When active, it provides the Bloodsworn with an undispellable bonus to spot and listen equal to 2 per Bloodsworn level. Also provides an undispellable see invisibility.

    Boon of Magical Defense
    Boon of Magical Defense: Toggleable ability that gives the Bloodsworn an amount of spell resistance equal to their character level-8, plus 2 per level of Bloodsworn.

    Boon of Stability
    Boon of Stability: Toggleable ability. When active, it provides the Bloodsworn with an undispellable bonus to discipline equal to 2 per Bloodsworn level.
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Abyssal Corrupted

Post by charles1810 »

Fiendish Corrupted


(UNIQUE CLASS) Twisted, deformed, and mutated. Fiendish Corrupted are infused with and affected by the very energies that cause the endless unique spawning of demons in the Abyss, or with other fiendish magics.



  • Fiendish Corrupted(Prestige Class)


    Hit Die: 1d10
    Proficiencies: Simple Prof., Shield, and Light Armor
    Primary Saves: All
    Skill Points: 4+ Int Modifier.
    Skills: Concentration, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Spot, Taunt, Tumble, Intimidate, and Ride
    Attack Bonus Progression: 1/2 (Epic only class so always 1/2)

    Requirements:
    • Corruption Feat (Gained via in game means)
      Epic Character Feat

    Progression:

    (Max 5 Levels for this class)

    Level 1: Abyssal Ability (Gain a new unique ability based on what form your corruption takes. You can pick how it manifests ingame.)
    Level 2: Bonus Ability Point (Bonus feat you can pick any of the Epic attribute feats)
    Level 4: Bonus Ability Point (Bonus feat you can pick any of the Epic attribute feats)
    • 1. Abyssal Abilities (Unlimited use ability)



      Wings
      "."
      Wings = Level 1: Unlimited Flight, Level 3: Unlimited Flight + Damage Buffet on Landing (3Abyssal Corruption Levels of Bludgeoning Damage) in a Medium Radius Sphere (DC 20 Reflex Save), Level 5: Unlimited Flight + Damage/KD Buffet on Landing (3Abyssal Corruption Levels of Bludgeoning Damage) in a Medium Radius Sphere with a 3 second KD (DC 25 Reflex Save).


      Tail
      "."
      Tail = Whirlwind Attack but with an additional 5*Abyssal Corruption Level of Bludgeoning Damage, and a KD effect (d20 + Targets Str Versus 3*Abyssal Corruption Level + d20) to all targets around.

      Horns
      "."
      Horns ( 8 Round Up Time, 2 Round Cool down ) = Electrical Damage on hit shield (Like Death Armor, etc) that is 2*Abyssal Corruption Level of damage. 1d4 random bonus damage will be gained at level 3 to shield, and at level 5 you gain 5% physical immunity.

      Legs
      "."
      Legs ( 8 Round Up Time, 2 Round Cool down ) = Level 1: 25% Speed Increase, Level 3: 50% Speed Increase + Evasion, Level 5: 50% Speed Increase + Improved Evasion.
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Peerage

Post by charles1810 »

Peerage


(UNIQUE CLASS) Peer's are powerful leaders who are responsible for the survival of the people or land under their care. They claim or are bestowed upon them titles.



  • Peerage(Prestige Class)



    Hit Die: 1d10
    Proficiencies: Simple Prof., Martial Prof., and Light Armor
    Primary Saves: All
    Skill Points: 4+ Int Modifier.
    Skills: Bluff, Concentration, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Persuade, Search, Spot, Taunt, Intimidate, and Ride
    Attack Bonus Progression: 1

    Requirements:
    • Peer Feat (Gained via DM)
      Persuade Skill 5

    Progression:

    (Max 5 Levels for this class)


    Level 2: Summon Vassal (You can summon your personal guard and vassal to your side)
    Level 5: Summon Superior Vassal (Upgraded Vassal after level 20)
    • Summon Vassal
      Summon Vassal - If you have base Persuade skill of 10 you will receive bonuses to your vassal. You motivate them to be better.
      Persuade 10-14 = +2 Constitution
      Persuade 15-19 = +3 Constitution
      Persuade 20-24 = +4 Constitution
      Persuade 25-29 = +5 Constitution, +2 Strength
      Persuade 30+ = +6 Constitution, +4 Strength, +1 Regeneration
Currently this is a requestable class to play as. Please submit the request either privately to the DM Team or on the request page. It is being worked on and will be free to play without request soon.

Edit 1: updated by frozen, to reflect actual skill needed for bonuses
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Lycanthrope

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Lycanthrope

(UNIQUE CLASS) Lycanthropes are a curse to many but a gift to those who can master their affliction.

  • Lycanthropes (Prestige Class)

    Note 1: On Amia Bard Song, Curse Song, and Defensive Stance are disabled while polymorphed.
    Note 2: All items merge on transformation.

    Note 3: AC Progression is based on level, and Shield AC progression is based on Lycan Level


    AC Progression
    Shifters gain a unique bonus AC progression which applies when shapeshifted.

    Code: Select all

       Character Level -> 1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20
        -----------------------------------------------------------------------------
        Armor      |     0  0  0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5
        Deflection |     0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5  5 
        Dodge      |     0  0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5
        Natural    |     1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5  5  5
        Shield     |     Lycan Level + 1
    At level 20, a total bonus of +26 AC is gained when shifted.

    Hit Die: 1d10
    Proficiencies: Simple Prof., Shield, and Light Armor
    Primary Saves: All
    Skill Points: 4+ Int Modifier.
    Skills: Animal Empathy, Concentration, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Spot, Taunt, Tumble, Intimidate, and Ride
    Attack Bonus Progression: 3/4

    Requirements:

    6 BAB
    Infection Feat
    DM approval

    Those with fey racial, outsider racial, disease immunity, and/or dragon disciple cannot be infected by hostile werecreatures

    Progression:

    (Max 5 Levels for this class)

    Level 1: Lycanthrope Transformation Feat (You can take the form of your type of Lycan)
    Level 2-5: You unlock upgraded Lycanthrope forms that scale to your level. You require both the overall level and class level to get the lycan forms listed below.
    • Lycanthrope Transformation(Unlimited use ability)
      Level 1-5 (Lycanthrope Level 1 as well) = Lycan Form 1
      Level 5-10 (Lycanthrope Level 1 as well) = Lycan Form 2
      Level 10-15 (Lycanthrope Level 2 as well) = Lycan Form 3
      Level 15-20 (Lycanthrope Level 3 as well) = Lycan Form 4
      Level 20-25 (Lycanthrope Level 4 as well) = Lycan Form 5
      Level 25-30 (Lycanthrope Level 5 as well) = Lycan Form 6
Archetypes Forms and Stats

New stats: Str 28 Con 24, and Dex 20.

Hide: Darkvision, Evasion, Weapon Focus Creature, Epic WF Creature, Damage Resistance Bludgeoning/Piercing/Slashing 5/-, Regeneration +4, Skill bonus Concentration, Discipline, Hide, Listen, Move Silently, Search, and Spot all +25

Damage Form:

Temp HP 30
Claws: +5, 2d8 Monster Damage, On Hit Blind DC 20
Hide: Same as standard, and Blind Fight gained
Abilities: Fear Howl, Ferocity (+3 Dex and Str)

Tank Form:

Temp HP 60
Claws: +5, 1d8 Monster Damage, On Hit Poison with low 20s DC that targets DEX
Hide: Same as standard, and Epic Damage Reduction 1+2 Gained.
Abilities: Fear Howl, Rage (+3 Con and Str)

Evasive/Nimble Form:

Temp HP 30
Claws: +5, 1d8 Monster Damage
Hide: Same as standard, Blackguard Sneak 2d6, Improved Evasion + Uncanny Dodge gained.
Abilities: Fear Howl, Intensity (+3 Dex and Con)

Form Categories

Damage Type: Werewolf, Werebat, Wereshark, and Werechicken

Tank Type: Werecroc, Wereboar, and Werebear

Evasive/Nimble Type: Wererat, Wereowl, Werefox, Wereraccoon and Werecat

This is an ooc class being used to emulate a template of Lycanthrope, with very specific lore that is indepth to understand to play correctly. To gain access you are required to submit a request.
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