Classes

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

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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
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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.
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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.

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. Wildshape only scales into epic forms for druid only.

    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.)
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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.
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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.
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Warlock

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Warlock


At this time, Warlock is a request-only base class emulated by taking Bard levels. No other class can be used to emulate this.



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.

  • Requirements
    Base Class Emulation: Bard
    Alignment: Any evil or any chaotic

    Hit die: d6
    Proficiencies: Light armor, shields and light weapons
    Skill Points: 4 + INT modifier
    Base Attack Progression: +3/4
    Primary Saving Throws: Reflex, Will
    Class Skills: Appraise, Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Perform, Persuade, Pick Pocket, Spellcraft, Taunt, Tumble, Use Magic Device


    Abilities
    Level 1: Eldritch Blast: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch blast deals 1d6 points of magical damage at 1st level and increases by 1d6 every other level (up to 15d6) starting at level 4. There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will.
    • An Eldritch Blast is a ranged touch attack that affects a single target.
    • An Eldritch Blast may have one Blast Shape assigned to it to modify the radius and how the target resists it, and one Eldritch Essence to modify its damage type and additional effects.
    • Warlocks have a -20% Arcane Spell Failure bonus when using Eldritch Blast, allowing them to wear armor and shields.
    • It is a weapon-like spell (critical hit on a roll of 20, double damage on a critical hit).
    • Spell penetration feats apply as per-normal to warlock spell resistance checks.
    • Due to NWN engine limitations, Haste does not apply to actions per round when using Eldritch widgets.

    Level 2: Eldritch Lore: A warlock can use detect magic as the spell at will. His caster level equals his class level. This follows our rules on PnP spells.

    Note that the following ring can be requested by any Warlock that's level 22 (with at least 19 Warlock levels). It costs 5 DCs. As it emulates class features, you cannot remove it afterward - thus it takes up a ring slot permanently. This is why it is optional and price-reduced! (Note: If you're caught taking it off, the ring may be removed without DC refund, as it is largely a matter of trusting the player not to take it off.)
    • Warlock Trait Ring
      • +7 Soak 5 Damage
      • 10/- Elemental Damage
      • 10/- Elemental Damage
      • +2 Regeneration
      • 2/Day Monstrous Regeneration
      This ring emulates the Level 3, 8, and 10 Warlock abilities outlined below, which have been modified slightly for Amia from PnP.

    Level 3: Damage Reduction: Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining 1/- damage resistance. At 7th level and every four levels thereafter, a warlock's damage resistance improves, up to 5. (+7 Soak 5 Damage)


    Level 8: Fiendish Resilience: A warlock knows the trick of supernatural resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains +1 regeneration per round. At 13th level, a warlock's supernatural resilience improves. When in his fiendish resilience state, he gains fast healing +2 regeneration per round. At 18th level, a warlock's fiendish resilience improves to +5 regeneration per round. (+2 Regeneration, 2/Day Monstrous Regeneration)


    Level 10: Elemental Resistance: At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy. (10/- to two elemental damage)


    Level 12: Imbue Item: A warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item. This can be emulated through any crafting feat you wish to take, but you must have taken at least one of them. Craft Magical Arms is new for EE Amia and is especially appropriate as emulation of this ability.


Eldritch Blast Shapes
  • These abilities modify the range, target(s), or area of a Warlock's Eldritch blast. Unless otherwise noted, the Eldritch blast does normal damage. All four shapes come with their own widget and are gained upon taking the class, though they are not usable until the Warlock gains the required level. A Warlock gains a new shape every 5 levels, beginning at level 1 and ending at 15.

    No Shape
    • Unlocks at Level 1.
      This blast will strike a single target with a ranged touch attack, dealing double damage on a natural roll of 20.

    Eldritch Chain
    • Unlocks at Level 5.
      This blast shape will arc from the first target and deal half damage to a secondary target. You can strike a target for every five caster levels, though you may not hit the same creature more than once in a single chain. The chain ends with any misses.

    Eldritch Sphere
    • Unlocks at Level 10.
      The eldritch sphere deals the normal eldritch blast damage to all targets in a 5 meter radius around the caster. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the sphere can attempt a Reflex save for half damage.

    Eldritch Doom
    • Unlocks at Level 15.
      This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage all targets within a 20 foot area. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.


Eldritch Essences
  • Essences modify the damage type of the Eldritch blast, as well as adding extra effects to the attack. The Warlock gains a new essence every 3 levels, beginning at level 1 and ending at level 21. All essences respect spell resistance unless stated otherwise.

    Eldritch Blast
    Unlocks at Level 1.
    An eldritch blast is a ray with a range of 60 feet. It deals 1d6 points of magical damage at 1st level and increases by 1d6 every other level (up to 15d6) starting at level 4. There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will.


    Hindering Blast
    Innate Level: 6
    Unlocks at Level 3.
    In addition to normal eldritch blast damage, the hindering blast forces any creature struck to make a Will save or become slowed. A slowed creature moves and attacks at a drastically reduced rate, taking a -1 penalty on attack rolls, -4 penalty on AC, and -1 Reflex saves and moving at half its normal speed. Multiple slow effects don't stack.


    Hellrime Blast
    Innate Level: 4
    Unlocks at Level 6.
    A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a -4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.


    Beshadowed Blast
    Innate Level: 4
    Unlocks at Level 9.
    Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round, giving it a 50% chance to miss in combat, removing any Dexterity bonuses to AC, adding an additional -2 penalty to AC, and causing it to move at half speed.


    Brimstone Blast
    Innate Level: 3
    Unlocks at Level 12.
    A brimstone blast deals fire damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until the duration expires. The fire damage persists for 1 round per five class levels you have.


    Utterdark Blast
    Innate Level: 8
    Unlocks at Level 15.
    An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies.


    Vitriolic Blast
    Innate Level: 6
    Unlocks at Level 18.
    A vitriolic blast deals acid damage, and is formed from conjured acid, making it different from all other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have.


    Noxious Blast
    Innate Level: 6
    Unlocks at Level 21.
    Any creature struck by a noxious blast must make a Fortitude save or suffer the effects of being dazed for 10 rounds.


    The in-game Eldritch Blast widgets cycle through Blast types in this order: Eldritch -> Hellrime -> Utterdark -> Brimstone -> Vitriolic -> Noxious -> Beshadowed -> Hindering.


Optional Feats
This feat is not automatically given.
  • Eldritch Mastery
    Increases the power of Eldritch Blast by 50%.

    Requirements:
    • Epic character
    • 16+ levels of Warlock
    • 25+ ranks of Spellcraft
    • A custom feat taken in epic (these feats are labeled as a unique feat (action)/(instant) at the bottom of your epic feat list)
    Ask a DM in-game for the feat if all these requirements are met.


Important Notes
  • You cannot be a Warlock/Bard multiclass, nor can you multiclass into something a Bard normally cannot (e.g. Monk).
  • Bard spells aren't restricted - use them all you like! These represent Warlock invocations.
  • Bard song is disabled upon taking the Warlock class, and any special bard songs similarly do not function.
  • Bear in mind that this isn't a class with as much polish or complexity as Knight Commander or Master Scout - it's something that used to be a DC request we decided to make public for everyone to enjoy.
  • We do intend to make this class its own in EE, selectable by anyone. If you wish to wait until then to play a Warlock, that's okay. But if you want to play one now, feel free to submit a request and you can get a rebuild for free when the new version of the class is incorporated.
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Arcane Archer

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Arcane Archer


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.
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Assassin

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Assassin


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
    • (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
    • (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
    • (-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
    • (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
    • (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
    • (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 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
    • (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
    • (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
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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. 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.
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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.
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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.


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
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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
    • 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: 1d8 + 1/2 CON mod + Defender DR + 1 for every epic damage reduction feat obtained
These feats are gained automatically upon leveling.
  • Resist Poison Resist Disease
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Master Scout

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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

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Pale Master


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.
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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.
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Shadowdancer

Post by Jes »

Shadowdancer


These Shadowdancer feats have been modified from their default implementations:
  • 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. Do note that only Hide in Plain Sight is affected - a character may still enter Stealth Mode during this cool-down time.

      This feat is gained at level 6, rather than level 1.

      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.
    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.
    Shadow Evade
    • This feat's duration has been changed to 1 round per Shadowdancer level, rather than a flat 5 rounds.


New Abilities
  • Shadow Jump
    • This is a supernatural ability that Shadowdancers are free to request if they fulfill the conditions:

      Lesser Shadow Jump
      • This will enable you to teleport from shadow to shadow four times per day. You must have at least 4 Shadowdancer levels and received tutoring from a fellow Shadowdancer of level 10 or above. You may request the feat to use this ability in the Request forum (or via PM to the DMs) after sufficient training with your tutor has been done.
      Greater Shadow Jump
      • This will enable you to teleport from shadow to shadow, ten times per day. You must have at least 10 SD levels and the feat to use this ability may be requested from the DMs, at their discretion.

    The Umbran Arts
    Starting at level 10 Shadowdancer, Umbran Arts become available to them. These advanced Shadowdancing technique uses highly technical aspects of the class. As such, these techniques can only be learned with respective tutoring. These techniques have been hand-crafted by powerful Shadowdancers and tend not to be given out lightly and are even more rigourous to learn than Shadowjump and some may require certain feats to obtain.


    These Umbran Arts have 3 tiers. Each tier denotes the amount of uses of Shadow Evade required to cast. For example, you could use a tier I Umbran Arts 3 times a rest, or a tier I and II once a rest, or a tier III once a rest. A couple of items are referred to as tier I but do not require castings of Shadow Evade to use.
    • Umbran Arts: Night Eyes
      (Tier I) - (10 DCs) - Doesn't require Shadow Evade
      Through attuning to the shadows, the user gains complete immunity to the spell Darkness.

      Umbran Arts: Shadow Affinity
      (Tier I) - (10 DCs) - Doesn't require Shadow Evade
      Due to the Shadowdancer's affinity with the shadows, this item can apply the following cosmetic effects: Shadow Shield, Black Tentacles, Anti-Light and Purple Eyes.

      Umbran Arts: Tenebrous Tempo
      (Tier I) - (5 DCs)
      Increases the user's movement speed by 50% for turns/Shadowdancer level, using shadows to travel quickly.

      Umbran Arts: Vestige Unraveling
      (Tier I) - (5 DCs)
      A Shadowdancer can manipulate shadows to unlock all mundane locks of a 5m radius around the target. This will fail on certain doors that use permalock mechanics, however with DM supervision this can be used to unlocked doors requiring certain keys.

      Umbran Arts: Essence of Ethereality
      (Tier II) - (5 DCs)
      A powerful Umbran Arts that draws shadows on to the caster. Enemies must make a will save vs. the illusion, upon failing the Shadowdancer is rendered undetectable to them. This lasts turns/Shadowdancer level.

      Umbran Arts: Negative Energy Pulsar
      (Tier II) - (5 DCs) - Requires Epic Shadelord feat
      While the Shadowdancer's Shade is summoned, the Shadowdancer can draw in immense shadowstuff on to themselves and project it on to their Shade. This gives the Shade an aura of negative energy, upon entering the aura, enemies who make a DC 10 + Shadowdancer Level save against Fortitude to be dealt with half damage. If they fail, they are dealt 1d4 +x (x = Shadowdancer level) of negative damage per round.

      Umbran Arts: Vestment of the Shadow Manticore
      (Tier III) - (5 DCs)
      The user draws in Shadows to create a powerful magical vestment around their person, gaining Damage Reduction (20/+5 absorbing 150 Melee Damage before collapsing) and Immunity to Death Magic for Turns/Shadowdancer level.

      Umbran Arts: Shade Merge
      (Tier III) - (5 DCs) - Requires Epic Shadelord feat
      Upon casting, the Shadowdancer and Shade merge in to one form, weaving the physical and negative together. While in this state of being, the caster receives a 50% concealment bonus and immunity to both negative energy and death magic.
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Shifter

Post by Jes »

Shifter


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.
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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, Bloodfire Arrows and Bloodfreeze arrows are all empty atm till we get the finished scripts but they should be in the spell books. They wont do anything yet.

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

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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. While it is on you become completely unable to move while you take aim. 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

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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
      (This class is currently unavailable to Aasimar, Tiefling, Feytouched, Air/Earth/Fire/Water Genasi, and Small characters except for Goblins.)

    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)
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Duelist

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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

    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

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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

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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 full stack of 10.
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Path of Enlightenment

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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 20 divine damage on the first round and 5 more damage per consecutive round after. Round one you deals 20 damage, round 2 deals 25, round 3 deals 30, 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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