Friday, February 20, 2015

Dragonfire Adept

Dragonfire Adept

Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. Able to call upon a dragon's fiery breath and augment themselves with spell-like abilities, dragonfire adepts have access to powers normally beyond the reach of mortals.

Dragonfire adepts have no arcane or divine magic, nor are they masters of martial prowess. Instead, they draw upon a driect link wtih the nature of draconic existence, infusing their soul with the raw magic of dragons. Cunning, hearty, and learned, dragonfire adepts can be warleaders or sages with equal ease.

Evil dragonfire adepts are cruel tyrants who impose their will on others, seeking to control the land, build strongholds, and amass vast treasures. Good dragonfire adepts are champions of justice and freedom, using their powers to aid others.

The DC for a dragonfire adept's breath weapon is based on Constitution, while her invocations are based on Charisma.

This is a base class.

Class Features

HD: d8
BAB: Low
High Saves: Fort, Will
Weapon proficiency: Simple.
Armor proficiency: None.

Class Skills: Appraise, Bluff, Craft Armor, Craft Alchemy, Craft Weapons, Diplomacy, Intimidate, Listen, Lore, Search, Spellcraft, Spot, and Use Magic Device.
Skill points: 4 + Int modifier

Class Abilities

Level 1: Breath Weapon (1d6), Dragontouched, Least Invocations, 1 Invocation Known
Level 2: Breath Effect, Scales +2
Level 3: Breath Weapon (2d6), 2 Invocations Known
Level 4: Dragonkin
Level 5: Breath Weapon (3d6), Breath Effect
Level 6: DR 2/Magic, Lesser Invocations, 3 Invocations Known
Level 7: Breath Weapon (4d6)
Level 8: Scales +3, 4 Invocations Known
Level 9: Breath Weapon (5d6)
Level 10: Breath weapon range doubles, Breath Effect
Level 11: Breath Weapon (6d6), Greater Invocations, 5 Invocations Known
Level 12: Breath Effect
Level 13: Scales +4, 6 Invocations Known
Level 14: Breath Weapon (7d6)
Level 15: Breath Effect
Level 16: DR 5/Magic, Dark Invocations, 7 Invocations Known
Level 17: Breath Weapon (8d6)
Level 18: Scales +5, 8 Invocations Known
Level 19: Immunities
Level 20: Breath Weapon (9d6), Breath Effect
Level 21:
Level 22: Breath Weapon (10d6), Breath Effect
Level 23: Bonus Epic Feat, Scales +6
Level 24: Breath Weapon (11d6)
Level 25: Breath Effect
Level 26: Bonus Epic Feat, DR 9/Magic, Breath Weapon (12d6)
Level 27:
Level 28: Breath Weapon (13d6), Scales +7
Level 29: Bonus Epic Feat
Level 30: Breath Weapon (14d6), Breath Effect

Dragonfire Adepts get bonus epic feats at 23, 26, and 29.

Invocations: A dragonfire adept has a repertoire of attacks, defense, and other abilities known as draconic invocations, which allow her to focus the draconic energy that suffuses her soul. A dragonfire adept may use any invocation she knows at will. At each levelup you may choose to replace one invocation with another.

These invocations are drawn from the Warlock list (and some specific to the dragonfire adept) and are identical in all respects. They are subject to arcane spell failure. A dragonfire adept's caster level with her invocations is equal to her class level.

Breath Weapon: At 1st level, you gain a breath weapon that you can use at will. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of fire damage; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. The damage improves as you increase your level.

At 10th level, your cone-shaped breath weapon's range doubles to 30 feet, and your line-shaped breath weapon's range doubles to 60 feet.

Dragontouched: At 1st level, you gain Dragontouched as a bonus feat.

Breath Effect: A levels 2, 5, 10, 12, 15, 20, 22, 25, and 30 you can select a new breath effect listed below for which you meet the minimum level prerequisite. These breath effects can alter your breath weapon's damage type or area, or apply a condition to targets in place of damage. You choose from one shape (cone, line, and cloud) along with one of the essences. You can only apply an essence which is valid for a given shape (such as lightning breath can not be used with the cone or cloud shapes).

Choices available at level 2+: Frost Breath, Lightning Breath
Choices available at level 5+ : Acid Breath, Shaped Breath, Slow Breath, Weakening Breath
Choices available at level 10+ : Cloud Breath, Enduring Breath, Thunder Breath
Choices available at level 15+ : Discorporating Breath of Bahamut, Force Breath, Paralyzing Breath, Fivefold Breath of Tiamat

Details on the breath effects can be found below:

Frost Breath (Essence): Your cone or cloud shaped breath weapon deals cold damage.
Lightning Breath (Essence): Your line-shaped breath weapon deals electricity damage.
Acid Breath (Essence): Your breath weapon deals cold damage.
Shaped Breath: Your breath weapons no longer affect allies (all shapes/essences gain this benefit).
Slow Breath (Essence): Your cone or cloud shaped breath weapon slows enemies for 2 rounds (1 round with a Fort save), dispels haste, and inflicts a -1 Penalty to Reflex, AC, and attack rolls.
Weakening Breath (Essence): Your cone or cloud shaped breath weapon inflicts a -6 Strength penalty on enemies for 4 rounds (2 with a Fort save).
Cloud Breath (Shape): Your breath weapon becomes a 20' radius cloud centered on yourself.
Enduring Breath (Essence): Your breath weapon deals full damage the first round, and half damage the second round.
Thunder Breath (Essence): Your cone or cloud shaped breath weapon deals sonic damage and uses a Fort save instead of Reflex save for half damage.
Discorporating Breath of Bahamut (Essence): Your line-shaped breath weapon deals double damage and you take twice your class level in damage (4x if evil). You can not use your breath weapon for two rounds.
Force Breath (Essence): Your line-shaped breath weapon deals magic damage.
Paralyzing Breath (Essence): Your cone or cloud shaped breath weapon paralyzes enemies for one round (Fort save negates).
Fivefold Breath of Tiamat (Essence): You breath a cone of acid, cone of cold, cone of fire, line of acid, and line of electricity that each deals normal damage (and allows for the Reflex save) while you suffer twice your class level in damage (4x if good). You can not use your breath weapon for two rounds.

Scales: At 2nd level, your skin becomes thick and scaly, granting you a +2 bonus to your natural armor. This bonus improves to +3 at 8th level, +4 at 13th level, +5 at 18th level, +6 at 23rd level, and +7 at 28th level. This does not stack with other sources of natural armor.

Dragonkin: At 4th level, you gain immunity to fear.

Immunities: At 19th level, you gain immunity to paralysis and sleep effects.

Prestige Classes:
Levels of prestige classes that provide +1 level of spellcasting effectively stack with the dragonfire adept's level to determine her breath weapon damage and save DC. She also gains new invocations (and caster level for the invocation) at each prestige class level as though she had risen a level in the dragonfire adept.

The following prestige classes advance spellcasting and are open to the Dragonfire adept: Doomlord, Dragonslayer, Knight of Tierdrial, and Stormsinger.


New Feat: Extra Draconic Invocation
New Feat: Dragontouched
New Feat: Ability Focus (Dragonbreath)
New Feat: Ability Focus (Draconic Invocation)
New Feat: Draconic Aura (see Dragon Shaman for the Auras) (The aura grants a +1 bonus when taken. For dragonfire adepts the bonus improves to +2 at 7th level, +3 at 14th level, +4 at 20th level, and a +5 bonus at 27th level. It does not stack with Dragon Shaman auras)
New Feat: Double Draconic Aura
New Feats: Epic Dragon Breath (+1d6) through Epic Dragon Breath (+10d6)
New Feat: Entangling Exhalation
New Feat: Practiced Invoker

New Item: Dragon Spirit Cincture - A belt-slot item that adds +1d6 to breath weapon damage and +1 to your breath weapon's DC.

See the handbook for short descriptions of the invocations (they typically get 2 invocations from each tier)
Least Invocations:

   Beguiling Influence
   Draconic Knowledge
   Endure Exposure (party becomes immune to your breath weapon)
   Magic Insight
   Scalding Gust
   See the Unseen

Lesser Invocations:

   Energy Resistance
   Frightful Presence
   Voracious Dispelling
   Walk Unseen

Greater Invocations:

   Aura of Flame (much better than in PnP due to NWN limitations)
   Baleful Geas (as Dominate Monster)
   Chilling Fog
   Devour Magic
   Draconic Toughness
   Terrifying Roar

Dark Invocations:

   Energy Immunity
   Instill Vulnerability
   Perilous Veil (as Retributive Invisibility)

I may or may not bend the rules to add the following (depends on how it goes)
Scaled One's Own Luck (as Dark One's Own Luck) - Least
Flamebound Glaive (as Eldritch Glaive) - Lesser
Draconic Frenzy (as Flee the Scene) - Lesser
Draconic Foresight (as Dark Foresight) - Dark
Word of Scales (as Word of Changing) - Dark


HD: d8
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All Armor and Shields (except tower).

Class Skills: Bluff, Craft Armor, Craft Weapon, Diplomacy, Intimidate, Heal, Listen, Lore, Parry, Perform, Spot, Survival, Taunt, and Tumble
Skill Points: 4 + Int modifier

Class Abilities

Level 1: Demoralize Opponent, Skill Focus (Diplomacy)
Level 2: Inspiring Aura +1, Aura choice
Level 3: Bonus Feat
Level 4: Adrenaline Burst 1/day, Aura choice
Level 5:
Level 6: Aura choice
Level 7: Inspiring Aura +2
Level 8: Adrenaline Burst 2/day, Aura choice
Level 9:
Level 10: Aura choice
Level 11:
Level 12: Adrenaline Burst 3/day, Aura choice
Level 13:
Level 14: Inspiring Aura +3, Aura choice
Level 15:
Level 16: Adrenaline Burst 4/day, Aura choice
Level 17:
Level 18:
Level 19:
Level 20: Adrenaline Burst 5/day, Inspiring Aura +4
Level 21:
Level 22:
Level 23: Bonus Epic Feat
Level 24: Adrenaline Burst 6/day
Level 25: Inspiring Aura +5
Level 26: Bonus Epic Feat
Level 27:
Level 28: Adrenaline Burst 7/day
Level 29: Bonus Epic Feat
Level 30: Inspiring Aura +6

Auras affect all allies within 60' of the marshal as well as the marshal. An aura is used in the same was as a bardic inspiration and as such only a single ability can be active at any given time (inspiring aura or bardic inspiration).

Inspiring Aura: Beginning at 2nd level, a marshal can project an inspiring aura. An aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, 20th, 25th, and 30th level. You gain an additional aura known at each even level. All of your aura's provide a bonus to all saves equal to half your Charisma bonus and a +1 bonus to all skills for every 6 levels of Marshal you have.

Hardy Soldiers: The marshal's allies gain damage reduction x/- equal to the amount of bonus the aura provides.
Motivate Ardor: Bonus on damage rolls.
Motivate Care: Bonus to Dodge Armor Class.
Resilient Troops: Bonus on all saves.
Motivate Attack: Bonus on attack rolls.
Vigor: You and your party heal 1 point for every two points of your aura bonus each round.
Energy Shield: Any creature striking you or your ally is dealt 2 points of energy damage for each point of your aura bonus. The energy type is chosen when you activate the aura from the following choices: acid, cold, electricity, or fire.
Resistance: Resistance to a chosen energy type equal to 5 x your aura bonus. The choices are acid, cold, electricity, or fire.

Adrenaline Boost: Starting at 4th level, you can exhort your allies to discover a reservoir of energy they didn't think they had. Once per day, as a standard action, you can grant temporary hit points equal to your marshal level to all of your allies within 30 feet (but not to yourself). If the ally's current hit point total is less than half his normal hit points, the number of temporary hit points granted to that character is doubled. The temporary hit points last for up to 1 minute per marshal level. You gain an additional use for every 4 levels of marshal you gain past 4th. At 20th level you grant your allies 1 point of regeneration for 1 minute.

New Feats:
Double Aura (run two auras) - Requires Marshal 16. When used, choose from 5 major aura choices (excluding Resilient Troops, Resistance, and Energy Shield) as to what the second aura is. Will fail if the chosen aura is already active (or the player does not yet have the aura).
Improved Aura (+1 bonus)
Rally (provides 3 round haste with Adrenaline Burst, always treats target as below 50% life
Extra Adrenaline Burst I-III (+2/day)
Epic Aura (+2 bonus) replaces improved aura.


[color=red]Edit for clarity: Bard, Knight, and Marshal +AB/Dmg bonuses will NOT stack.[/color]

Monday, February 16, 2015

Reserve feat upgrade

Changes I have slated:

1. d6 damage for all except acidic splatter and invisible needle.
2. d3 + 3 damage for acidic splatter and invisible needle
3. Umbral Shadow has a duration equal to half the spell level, 5% even on a save
4. New feat adds half the spell level to DC, rounded up (maximum +5)
5. New epic feat replaces #4 to have a DC = Spell level (max +9)
6. New feat to bypass resists
7. New feat to add secondary effects exactly like the orb spells
8. Sickening Grasp has a penalty equal to half the spell level (-2 minimum)
9. Reserve feats no long damage allies
10. Area of effect improved
11. Invis Needle uses a fort effect


I'm working on a concept for an Intelligence based melee base class (full BAB) called the Tactician.

It will have the ability to switch between three combat styles (offensive, defensive, utility).

Offensive style will boost your melee damage by your Int mod.
Defensive style will boost your dodge AC by your Int mod.
Utility style will boost your saves and skills by half your Int mod.

Each style will add an additional benefit to the commands.

You have activated "commands" that last maybe 3 rounds and have a five round cooldown. All commands share a 2 round cooldown when used (so you can have two abilities up during the five rounds). They affect all (valid) players in your party and improve based on the quantity.

Examples of commands:

"Charge and Flank!" - Gain 150% movement speed and 1d6 sneak for every player or companion in the party (maximum 5d6). Offensive style grants an additional 1d6 sneak (maximum 6d6). Defensive style grants the Sprint Attack feat. Utility style grants an additional 50% movement speed.

"Form Shield Wall!" - Grant +2 shield enhance AC for each player in the party with a shield (maximum +8). Offensive style grants a 1d6 damage shield. Defensive style grants 10% physical damage immunity per player in the party (maximum 50%). Utility style adds 1 point of regen per player in the party.

"None Shall Fall!" - Grant temporary hit points equal to your Tactician level plus your Int modifier times the number of players in the party (maximum 80). Offensive style grants 25% more temporary hit points (100 max). Defensive style grants Critical Hit immunity. Utility style grants Knockdown immunity.

"Take Cover!" - Grants 10% concealment per player in the party (maximum 50%) and -1 AB per 5 levels of the target. Offensive style does not have an AB penalty. Defensive style grants +2 deflection AC per player party member (maximum +8). Utility style grants an additional 20% concealment against ranged attacks (maximum 70%).

"Regroup and Focus!" - Grants 5 points of regen for each player in the party (maximum +25). Offensive style grants +1 AB per player in the party (maximum +5). Defensive style grants an extra 2 regen for each player in the party (maximum +35). Utility style grants +1 all skills for each player in the party (maximum +5) and three times that in +Healing.

"Kill Them All!"  - Grants a +2 damage bonus for each player in the party (maximum +8). Offensive style grants a +2 AB bonus. Defensive style grants a 1d6 damage shield. Utility style grants a 33% move speed buff.

Moonshaes PW Ruleset

In my free time I've been working on ideas for a PW set in the Moonshaes and what content would be appropriate for the setting.