New Amia EE Prestige Classes

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Jes
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New Amia EE Prestige Classes

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Below is a list of classes that are complete in the hak. They still require testing, tweaking, etc but I wanted to present these forward for discussion. I will be updating this list as it is expanded.

My first test of implementation was the Escape Artist, since it was designed to be simple to make and use no custom feats.
Escape Artist(PRESTIGE CLASS)An Escape Artist is a master of getting out of a situation completely unharmed. Their own personal safety is the only thing on their mind. (Max level 10)

- Hit Die: 1d6
- Proficiencies: Rogue Prof.
- Skill Points: 8+ Int Modifier.
- AB Progression: 3/4
- Rogue Saving Throws
- Skills: Heal, Hide, Listen, Lore, Move Silently, Persuade, Pick Pocket, Search, Spot, Tumble, Lock Picking]

REQUIREMENTS:

Feat: Dodge
Skills: 10 Tumble, 5 Open Lock

ABILITIES/FEATS (Max level 10):
Level 1: Uncanny dodge I
Level 2: Conceal 1
Level 3: Uncanny dodge II, Evasion
Level 4: Conceal 2
Level 5: Uncanny dodge III, Vanish I Feat
Level 6: Conceal 3
Level 7: Uncanny dodge IV, Defensive Roll
Level 8: Conceal 4
Level 9: Uncanny dodge V, Slippery Mind
Level 10: Uncanny dodge VI, Improved Evasion, Conceal 5, Vanish II Feat

Vanish Feat: 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
I am taking ideas from the PRCs you all have posted in the other thread. The first one to catch my eye was the Warsling Sniper suggestion which I have reworked into something a bit more viable, and universal for all races.
Warslinger(PRESTIGE CLASS) The Warslinger is an expert in the use of the weapon commonly associated with the halfling race. (Max level 5)

- Hit Die: 1d10
- Proficiencies: A Warslinger gain weapon or armor proficiencies in Shield, Light and Medium Armor.
- Skill Points: 2+ Int Modifier.
- BAB Progression: 1
- Fighter Saving Throws
- Skills: Discipline, Craft Weapon, Move Silently, Listen, Hide, Spot, Search, Tumble

REQUIREMENTS:

BAB +5
Feat: Weapon Focus: Sling, Point-Blank Shot

ABILITIES/FEATS (Max level 5):
Level 1: Bonus Feat, Precision Ammo Crafting I
Level 2: Rapid Fire, Called Shot
Level 3: Bonus Feat, Precision Ammo Crafting II
Level 4: Improved Crit Sling
Level 5: Bonus Feat, Precision Ammo Crafting III


Bonus Feats
Pre-epic: Great Fort, Iron Will, Lightning Reflex, Prof. Heavy Armor, Dodge, Blind Fight, Power Attack, Improved Power Attack, Skill Focus: (Discipline, Craft Weapon, Move Silently, Listen, Hide, Spot, Search, Tumble)
Epic: Epic Weapon Focus: Sling, Epic Weapon Specialisation: Sling, Overwhelming Critical: Sling, Devastating Critical: Sling, Epic Prowess, Epic Skill Focus: (Discipline, Craft Weapon, Move Silently, Listen, Hide, Spot, Search, Tumble)

Warslinger Precision Bullets
Type of Feat: Class
Prerequisite: Warslinger level 1
Specifics: At level 1 Warslingers are capable of bringing forth a wide variety of bullet types to take down their foes. More options become available at level 3 and level 5.

Bullet Crafting
Level 1 Warslinger: 2d6 Bludgeoning/Slashing/Pericing Bullets
Level 3 Warslinger: 2d6 Acid/Cold/Fire/Electrical Bullets
Level 5 Warslinger: 1d6 Magical and +3 Vamp Regen Bullets, On Hit Silence and On Hit Dispell Bullets, and lastly 2d6 Magical Bullets


This one is being overhauled. Staying here for record-keeping purposes, but this is not currently selectable and won't be the same when it is eventually released.

 Eldritch Knight

A fusion between the Eldritch Knight and Spellsword.
Eldritch Knight(PRESTIGE CLASS)Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast fireball on their foes or charge them with sword drawn. The eldritch knight takes pride in their ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort.(Max level 10)

REQUIREMENTS:
BAB 5+
Feats: Weapon Proficiency (Martial) OR (Elven)
Arcane Level 5 (5 Wiz/Sorc)

- Hit die: d6
- Proficiencies: Martial and Shield
- Skill points: 2 + Int modifier
- Class skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Lore, Parry, Spellcraft, and Discipline
- Base attack bonus progression: 1
- Saving throws: Fighter
- Arcane spell progression: 1 per level

ABILITIES/FEATS (Max level 10):
Level 1: Bonus feat (Fighter/Wiz list)
Level 5: Still Spell
Level 10: Auto Still 1

Bonus Feats
All Fighter and Wizard Bonus feat except Weapon Spec.



So... I got distracted and worked on the Calvary class. A lot of the stability issues with horses are gone with NWN EE so this is as good of a time as any to introduce some horse fun. The speed boost is quite powerful which is why I am inclined to outright ban archers shooting from their back. Monk/AAs can already be an issue with their ability to kit and shoot.
Cavalry(PRESTIGE CLASS)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.(Max level 5)

REQUIREMENTS:
BAB 10+
Ride Skill 10

- Hit die: d10
- Proficiencies: Armor (light, heavy, medium), Shields, Weapons (martial, simple)
- Skill points: 2 + Int modifier
- Class skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Lore, Parry, Ride, Spot, Taunt, Intimidate
- Base attack bonus progression: 1
- Saving throws: Fighter

ABILITIES/FEATS (Max level 5):
Level 1: Cavalry Mount Feat (3x Use a Rest), Speed Boost 10%, Temp HP Granted on Mount: 40 hp
Level 2: Temp HP Granted on Mount: 80 hp, Bonus Feat
Level 3: Speed Boost 20%, Temp HP Granted on Mount: 120 hp, 1 AB/Damage while Monunted
Level 4: Temp HP Granted on Mount: 160 hp, Bonus Feat
Level 5: Speed Boost 30%, Temp HP Granted on Mount: 200 hp, 1 AB/Damage while Monunted

Ranged Weapons cannot be used when mounted except the short bow and only after you have both the mounted combat and mounted archery feats. (Note: Both of these feats add nothing stat wise while mounted).

Bonus Feats
All Fighter Bonus feats except Weapon Spec.

Cavalry Mount Feat
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 w/ saddle, horse w/ leather barding, horse w/ scale mail barding, horse w/ purple bardings, and horse w/ 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 levels of Ride.
Two Weapon Fighter(PRESTIGE CLASS) 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.

REQUIREMENTS:
BAB 7+
Power Attack
Lightning Reflexes

- Hit die: d10
- Proficiencies: None
- Skill points: 2 + Int modifier
- Class skills: Concentration, Discipline, Heal, Listen, Lore, Parry, Search, Spot, Taunt, Intimidate
- Base attack bonus progression: 1
- Saving throws: Fighter

ABILITIES/FEATS (Max level 5):
Level 1: Ambidexterous, Two Weapon Defense (+1 Shield AC)
Level 2: Two Weapon Fighter
Level 3: Two Weapon Defense (+2 Shield AC)
Level 4: Improved Two Weapon Fighting
Level 5: Epic Prowess, Two Weapon Defense (+4 Shield AC, Medium Weapons now are treated as small for medium characters, and small weapons as tiny for small characters for dual wielding AB penalty purposes, Dual Bladed Weapons count as having no AB penalty when used)

Two Weapon Defense Feat
When dual wielding or using a double ended weapon you will receive an AC shield bonus of 1 at level 1, 2 at level 3, and 4 at level 5.
Defender(PRESTIGE CLASS) A true Defender holds his/her ground against impossible odds. Forged through experience these individuals are masters at defense. They are almost unmovable barriers that the heart of most cities rely upon for survival.

- Hit Die: 1d12
- Proficiencies: All Armor, Shield, Weapon Prof. Simple and Martial
- Skill Points: 2+ Int Modifier.

REQUIREMENTS:

No DwD Levels (DwD cannot be leved if you have Defender levels as well)
Dodge
Toughness
BAB 8+
Skill Focus Disc

ABILITIES/FEATS:

*Identicial to DwD*

Bow Master(PRESTIGE CLASS) The title of Bow Master is obtained a number of different ways. Some take a similar path as an Arcane Archer and use magic to enchance their art while others spend years of hard training to operate their bow like an extention of themselves. (Bowmaster can be RP'ed as using magic similar to AA or by non magical means)

- Hit Die: 1d8
- Proficiencies: None
- Skill Points: 4+ Int Modifier.

REQUIREMENTS:

Point Blank Shot,
Weapon Focus (Short bow or Long Bow)
BAB 7+
Rapid Shot
Martial Prof.
Arcane Spell Level 1+

ABILITIES/FEATS:

*Identical to Arcane Archer*
Field Medicus(PRESTIGE CLASS) Most individuals in the realm are not capable of summoning forth their gods power to heal others they must do it the old fashion 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.

REQUIREMENTS:

8+ Heal
5+ Discipline
Skill Focus: Heal

1d10 hp
+3 skill per level
3/4 BAB,
Cleric Saves
Class Skills: Concentration, Discipline, Heal, Intimidate, Listen, Lore, Parry, Search, Spot, Taunt

ABILITIES/FEATS (Max level 5):

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

Combat Bandage: A touch ability, unlimited use per day with a 20 second cooldown, it offers the following benefits when used: Combat Bandage I - Adds Regeneration 2 rounds per level, for Wis Mod in amount healed for a maximum of 5 points.

Combat Bandage II - Alongside the above, the target gains Universal Saves for turns/Combat Medic levels. Universal Saves = +1 for 1 Combat Medic, +2 for 3 Combat Medic and +3 for 5 Combat Medic.

Combat Bandage III - In addition to both of the above, the target gains 10 temporary health points per Combat Medic level for turns/Combat Medic level.

Manufacture Heal Kits - At level 5, the Combat Medic is adept and having to create various forms of healing kit, they can create Heal Kits +25 stack of 10 which are untradeable and bound to the player for a 5k gold price.

Bonus Feats: armor, shield and prof feats. Weapon Focus feats, Blind fight, Epic weapon focus, armor skin, epic prowess, assorted fighter feats, and epic skill focus heal.
Path of Enlightenment(PRESTIGE CLASS) The Path of Enlightenment is one few reach but the ones who do, unlock untold potiental within themselves. Their abilities and mastery of their own bodies becomes supernatural and their understanding of their ki unparallelled.

- Hit Die: 1d8
- Proficiencies: None
- Skill Points: 4+ Int Modifier.

REQUIREMENTS:

Epic Monk Feat (20+ Monk)

ABILITIES/FEATS (Max level 5):

Level 1: Enlightenment, Select a Path

Enlightenment can only be used with fists and it is a turn off/on ability. Enlightenment changes function based on the selected path you choose at level 1.

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.

Level 1: Conceal 10, Plus 2 AB to fists, 1 Cold Damage Bonus
Level 2: Conceal 20, 2 Cold Damage Bonus
Level 3: Conceal 30, 3 Cold Damage Bonus
Level 4: Conceal 40, 4 Cold Damage Bonus
Level 5: Conceal 50, Freedom, 5 Cold Damage Bonus

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.

Can select and switch between fire, cold and electricity elements.

Level 1: 5 elemental resistance, 4 elemental damage, plus 2 AB to fists
Level 2: 7 elemental resistance, 6 elemental damage
Level 3: 10 elemental resistance, 8 elemental damage
Level 4: 12 elemental resistance, 10 elemental damage
Level 5: 15 elemental 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.

Level 1: 2 regeneration, plus 2 AB to fists
Level 2: 4 regeneration
Level 3: 6 regeneration
Level 4: 8 regeneration
Level 5: 10 regeneration, Death Immunity

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.

Movement speed reduced when active.

Level 1: 5 Physical Damage Resistance, Plus 2 AB to fists
Level 2: 10 Physical Damage Resistance
Level 3: 15 Physical Damage Resistance
Level 4: 20 Physical Damage Resistance
Level 5: 25 Physical Damage Resistance

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.

Path of Enlightenment doesn't benefit from normal monk SR progression. Path of Anti Magic is built to emulate the normal SR level progression with added boosts.

Level 1: 3 SR, Plus 2 AB to fists
Level 2: 4 SR
Level 3: 7 SR
Level 4: 8 SR
Level 5: 11 SR, Magical Resistance 5/-

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 but at the cost of their own health. Their body destroys itself the longer one resides in this state, muscles and ligaments tearing themselves apart as the user fights.

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, etc.

Level 1: 2 AC, 2 AB, 4 Bludge Damage, 4/- Physical Resistance
Level 2: 2 AC, 2 AB, 6 Bludge Damage, 6/- Physical Resistance
Level 3: 3 AC, 3 AB, 6 Bludge Damage, 6/- Physical Resistance
Level 4: 3 AC, 3 AB, 8 Bludge Damage, 8/- Physical Resistance
Level 5: 4 AC, 4 AB, 10 Bludge Damage, 10/- Physical Resistance, and Haste

Path of Zen
Level 1, +1/4 Wisdom mod Damage
Level 2, +1 Uni Save
Level 3, +1/3 Wisdom mod Damage
Level 4, +2 Uni Save
Level 5, +1/2 Wisdom mod AB
Arbalest(PRESTIGE CLASS) The Arbalest is a master of the crossbow. Skilled at reloading, and taking aim at vulnerable spots to let their mighty weapon puncture through with little to no trouble. Crossbowman are slower compared to their bow counterparts but pack a significantly larger punch.

- Hit Die: 1d8
- Proficiencies: None
- Skill Points: 4+ Int Modifier.
- Class Skills: Concentration, Heal, Hide, Listen, More, Move Silently, Spot, Craft Trap, Craft Weapon, Craft Armor, and Ride

REQUIREMENTS:

Weapon Focus (Heavy or Light Crossbow)
BAB 5+


ABILITIES/FEATS:

Level 1: Piercing Shot Feat (A special shot that ignores armor)
Level 3: Craft Bolt Feat (Every three levels a new bolt type can be crafted)
Level 5: +1 AB/DAMAGE
Level 10: +1 AB/DAMAGE
Level 13: Bonus Epic Feat
Level 15: +1 AB/DAMAGE
Level 16: Bonus Epic Feat
Level 19: Bonus Epic Feat
Level 20: +1 AB/DAMAGE

Craft Bolt:

A master crossbow user learns how to craft their arrows 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.

Level 3: 1d8 Fire Bolts
Level 6: 1d8 Electric Bolts
Level 9: 1d8 Magic Bolts
Level 12: 1d10 Fire and 1d10 Cold Bolts
Level 15: 2d10 acid, On Hit DC 20 Blindness Bolts
Level 18: 1d10 Blug, and extra ranged damage type Blud Bolts

Piercing Shot:
A master crossbow user knows how to aim their weapon to bypass most armor and hit the vulnerable weak portions.

This is now 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, at this time is divine to represent armor pen properties. This stacks with the natural damage/ab progression you earn leveling up.

Bonus Epic Feat: Epic Weapon Focus(Light or Heavy Crossbow), Great Dex 1-10, Epic Prowess, Blinding Speed, Toughness 1-10, Epic Reflexes, and Overwhelming/Devasting Crit (Light or Heavy Crossbow)
Duelist(PRESTIGE CLASS) A Duelist is an expert of fighting with a single, one handed weapon. These masters range from fast, quick, thrusting rapier 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.

- Hit Die: 1d10
- Proficiencies: Martial Prof.
- Skill Points: 2+ Int Modifier.

REQUIREMENTS:

Non-Monk
18 Ranks in Parry
8+ BAB

SKILLS: Discipline, Heal, Lore, Parry, Spot, Tumble, Intimidate, Ride

ABILITIES/FEATS:

Below bonuses only apply when using a single, one handed weapon.

Level 1: Shield AC Bonus +1, +1 Piercing Damage
Level 2: Shield AC Bonus +3, +2 Piercing Damage
Level 3: Shield AC Bonus +4, Improved Parry, +3 Piercing Damage
Level 4: Shield AC Bonus +5, +4 Piercing Damage
Level 5: Shield AC Bonus +7, +1 AB One Handed, +5 Piercing Damage
A little something-something for two-handers.
Server Wide Two-Hander ChangeThis will be a change that will affect all two-handers but the quarterstaff.
+2 AB and bonus damage will rise from 1.5x to 2x your strength mod.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Cromlech - Protector of Ostland and Wanted Criminal
---
Also seen as [DM] Hlal or [DM] Dragonlady.
User avatar
Dildeaux
Posts: 1
Joined: Mon Aug 17, 2020 1:34 pm

Re: New Amia EE Prestige Classes

Post by Dildeaux »

I want to start playing amia, and on the old website (.net) there was a guide to class/feat/spell changes. I can't find it on this new site and the old i not functioning.
Where can I find this info, so I can get started?
User avatar
Jes
I like dragons.
Posts: 7568
Joined: Tue Jun 02, 2020 3:13 pm
Location: Buried in kittens.

Re: New Amia EE Prestige Classes

Post by Jes »

I'll move them over as soon as I can. I've just been swamped.
Moonseer Sui'Aerl Valis - Guardian of Moonpier
Cromlech - Protector of Ostland and Wanted Criminal
---
Also seen as [DM] Hlal or [DM] Dragonlady.
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