Sunday, September 14, 2014

Small break

I'm enjoying a small break playing Destiny some, it's a pretty decent FPSMMO though a touch grindy for my FPS tastes.

Monday, September 8, 2014

Armiger

Armiger

Armigers are masters of defense, able to shrug off attacks that would destroy lesser combatants, and even increase the survivability of those around them. The armiger is built around maximizing the benefit of armor and shields. With large hit point totals, special defense-related talents, and an aptitude for shields, armigers can carry the fight forward under the most difficult circumstances. The best armigers often find themselves the main thing standing between victory and a total party kill.

While armigers can fight with most martial weapons, typically they focus on pole arms with reach or crossbows, giving them the ability to strike at foes without having to be on the front line of a battle. This allows armigers to play strong supporting roles and still manage to inflict damage on the enemy. An armiger certainly can fight with other weapons, but just as monks are generally at their best using unarmed attacks, most armigers function better when using reach or simple ranged weapons. Of course they also wear the best armor they can afford, regularly spending much more on shields and plate mail than weapons or comfort items. Armor is the core of an armiger’s identity—an armiger treats his protective gear the way a cleric treats his holy symbol, or a samurai treats his katana.

Alignment: Any.

Class Features

HD: d12
BAB: High (1-10), Medium (11-30)
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (including tower shields).

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

Class Abilities

Level 1: Bulwark, Demoralize Opponent
Level 2: Evasion, Armiger Talent
Level 3: Heavy Armor Optimization, Medium Armor Optimization
Level 4: Deflect Arrows, Armored DR 1/-
Level 5: Armiger Talent
Level 6: Safeguard 1/day
Level 7: Armored DR 2/-
Level 8: Armiger Talent
Level 9: Greater Heavy Armor Optimization, Greater Medium Armor Optimization, Safeguard 2/day
Level 10: Armored DR 3/-
Level 11: Advanced Armiger Talent
Level 12: Safeguard 3/day
Level 13: Armored DR 4/-
Level 14: Advanced Armiger Talent
Level 15: Epic Heavy Armor Optimization, Epic Medium Armor Optimization, Safeguard 4/day
Level 16: Armored DR 5/-
Level 17: Advanced Armiger Talent
Level 18: Improved Evasion, Safeguard 5/day
Level 19: Armored DR 6/-
Level 20: Advanced Armiger Talent, Shield Saint
Level 21: Safeguard 6/day
Level 22: Armored DR 7/-
Level 23: Advanced Armiger Talent, Epic Bonus Feat
Level 24: Safeguard 7/day
Level 25: Armored DR 8/-
Level 26: Advanced Armiger Talent, Epic Bonus Feat
Level 27: Safeguard 8/day
Level 28: Armored DR 9/-
Level 29: Advanced Armiger Talent, Epic Bonus Feat
Level 30: Safeguard 9/day

An armiger gains a bonus epic feat at levels 23, 26, and 29.

Bulwark: The armiger knows how to protect not just himself, but also how to help protect his allies. An armiger grants a +4 Dodge AC bonus to any ally within a 10' radius.

Armored DR: At 4th level an armiger can use his armor to absorb some of the damage he suffers from physical attacks, and can prevent attacks from striking weak points in his armor. The armiger gains DR 1/— when wearing medium or heavy armor. This DR increases to 2/— at 7th level, 3/— at 10th level, 4/— at 13th level, 5/— at 16th level, 6/— at 19th level, 7/— at 22nd level, 8/— at 25th level, and 9/— at 28th level. An armiger in medium or heavy adamantine armor adds the value of his armored DR to the value of the armored DR total. For example, a 10th-level armiger (with armored DR 3/—) wearing an adamantine breastplate (with DR 2/—) combines the two values and has DR 5/—.

Safeguard: At 6th level, an armiger’s defensive instincts become so great that he can intercept attacks aimed at his allies. He may provide an ally with DR/- equal to his Armored DR ability for 1 minute. The armiger gains an addition use of this ability per day at 9th level, and again every 3 levels (to a maximum of 9/day at 30th level).

Shield Saint: At 20th level, the armiger becomes a perfect paragon of defensive skill. The armiger is immune to all critical hits and sneak attacks.

*

Armiger Talent: As an armiger gains experience, he learns a number of talents that aid him in defending himself and his allies. He can take any feat he qualifies for or one of the following special feats.

Armor Training I - III: Armigers often learn to be more maneuverable while wearing armor. An armiger with this talent improves the armor check penalty (to a maximum of 0) and maximum Dexterity bonus to AC by +1 for any armor he is wearing. This talent may be taken more than once. Its effects stack.

Crossbow Brace: This talent allows an armiger to brace a crossbow on an equipped shield. Even when the armiger is using a shield that prevents his hand from being free, that stability of his bracing allows him to use his shield-arm to hold, fire, and reload a crossbow with which he is proficient. It also gives the armiger a +1 bonus to attack rolls made with a crossbow with which he is proficient. This bonus increases to +2 at 6th level, +3 at 12th level, and +4 at 18th level. The Armiger gains a shield enhance bonus equal to the total shield AC (base + enhance) of his last equipped shield while using a Light or Heavy Crossbow.

Resist: An armiger can learn to maximize his armor’s effectiveness against unusual attack types. The armiger gains resist 5 against acid, cold, electricity, fire, and sonic damage types. If the armiger is 10th level or higher, this resistance increases to 10.

Slam: An armiger with this talent throws himself bodily into foes, trusting his armor to protect him. The armiger gains a bonus to all knockdown checks This bonus is equal to his total armor bonus plus shield bonus, to a maximum of his class level. The Armiger is granted a special Armiger's Knockdown and Armiger's Improved Knockdown feat to replace the standard Knockdown and Improved Knockdown feats after level up that use these special rules.

Spear Brace: This armiger talent allows an armiger to brace a halberd or spear on an equipped shield, to aid in handling and fighting with it. His increased stability gives the armiger a +1 bonus to attack rolls made with a halberd or spear with which he is proficient. He gains this bonus only while he has a shield equipped. This bonus increases to +2 at 6th level, +3 at 12th level, and +4 at 18th level. Additionally, even when the armiger is using a shield that prevents his hand from being free, he can use his shield-arm to hold (and fight with) a halberd or spear with which he is proficient. The Armiger also gains Monkey Grip as a free bonus feat after choosing Spear Brace at level up.

Uncanny Block: With uncanny block, an armiger can interpose a shield between himself and danger before his senses would normally allow him to do so. He becomes Immune to Sneak Attacks.

Advanced Armiger Talents: Beginning at 11th level, an armiger’s selection of talents increases. Whenever an armiger gains an advanced armiger talent he may choose one of the following abilities, choose one of the armiger talents described earlier, or choose any normal feat he qualifies for. He gains additional advanced armiger talents every three levels.

Elemental Shield: Some armigers access mystic powers of protection as they become paragons of defensive techniques. With this talent, as a swift action an armiger with a shield equipped gains resistance 10 against acid, cold, electricity, fire, and sonic damage. This resistance lasts for one round per class level. This ability has a 3 minute cooldown. If the armiger also has the resist talent, that resistance stacks with the elemental shield.

Spellguard (Arcane): A few armigers seek to master all arts of protection, including spells normally reserved for wizards. With this talent, the armiger selects three 1st-level spells and one 2nd-level spell. These must be abjuration spells from the cleric or sorcerer/wizard spell lists. The armiger can cast each of these spells once per day, using his armiger level as his caster level. The armiger focuses these spells through his armor. Thus they ignore any somatic requirements, but the armiger can only cast them when wearing medium or heavy armor. The spells gained are Nightshield, Protection from Alignment, Shield, and Protection from Arrows.

Spellguard (Divine): A few armigers seek to master all arts of protection, including spells normally reserved for clerics. With this talent, the armiger selects two 1st-level spells and one 3rd-level spell. These must be abjuration spells from the cleric or sorcerer/wizard spell lists. The armiger can cast each of these spells once per day, using his armiger level as his caster level. The armiger focuses these spells through his armor. Thus they ignore any somatic requirements, but the armiger can only cast them when wearing medium or heavy armor. The spells gained are Entropic Shield, Shield of Faith, and Shield of Warding.

Spellguard (Epic): A few armigers seek to master all arts of protection, including spells normally reserved for clerics and wizards. With this talent, the armiger selects one fourth level spell and one fifth level spell. These must be abjuration spells from the cleric or sorcerer/wizard spell lists. The armiger can cast each of these spells once per day, using his armiger level as his caster level. The armiger focuses these spells through his armor. Thus they ignore any somatic requirements, but the armiger can only cast them when wearing medium or heavy armor. The spells gained are Freedom of Movement and Spell Resistance. The Armiger must have at least 20 levels to take this ability.

*

[color=#ff0000]The Armiger has access to many of the new defensive feats for Knights. Knight should probably have the shield block ability changed back to AC instead of DR like pnp and that way the Armiger covers DR and the Knight covers AC. Need to assess both classes against each other (the Armiger's medium BAB is a serious flaw that may not be made up for with the defensive focus).[/color]

Armiger and Scholar

Two possible new base classes I'm looking in to for NWN2 are the Armiger and the Scholar (thanks Skinkis). Armiger would be a great new base class to pair with the Knight and the Scholar seems to be a good complement to the Factotum.

Friday, September 5, 2014

Possible Barbarian changes

Barbarian:

Rage higher than +8 converted into straight +AB/+Dmg while raging if Enhance bonus is +4 or more.
Epic Bonus Feats changed from 24/28 to 23/26/29

Rage Powers: At each even level, a barbarian gains additional powers while raging as long as she only has levels in Barbarian, Anointed Knight, Warrior of Darkness, and Frenzied Berserker. The feats at levels 2, 4, and 10th will be granted regardless of what classes you have.

I may replace the level 14 ability with one called "Limitless Rage" which lets Frenzy and Rage stack (essentially turning Rage or Frenzy into a flat +AB/+Dmg to make up for the fact you can't stack enhance past +12.

2: Extend Rage I
4: Extra Rage I
6: Renewed Vigor (Heal at the beginning at rage)
8: Regenerative Vigor (1 pt fast healing per 6 barbarian levels)
10: Extend Rage II
12 Fearless Rage
14: Elemental Rage (cold if you have ice trolls, fire if not) +1d6 dmg
16: Dash
18: Primal Awareness (+ 1/2 Barb level to Spot, Listen, and Survival)
20: Crippling Blow
22: Superstition (+2 Saves vs Spells, +1 for every 4 barbarian levels)
24: Renewed Vitality (ignore negative levels and ability damage)
26: Increased DR (+1 DR)
28: Increased DR (+1 DR)
30: Increased DR (+1 DR)
The current Raging Vigor feat will be replaced with Reckless Abandon ( –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter). Reckless Abandon is a toggle power.

Friday, August 29, 2014

Craft Trap and Craft Alchemy expansions

All recipes require a mold (5 gold * skill required in cost, one mold per item listed below), an alchemical crafting station, and a pestle used on the station that has the mold (the only ingredient).

Craft Alchemy skill gives a +1 damage per 5 ranks and +1 DC per 10 ranks.  There is a 1% chance per rank of Craft Alchemy above the required skill to craft a second, free item with each crafting attempt. Example, a 30 skill character crafting a Lesser Acid Flask has a 26% chance to craft 2 flasks for the price of 1.

Lesser Acid Flask, 1d4 Acid, 4 Skill
Acid Flask, 1d8 Acid, 8 Skill
Improved Acid Flask, 2d6 Acid, 12 Skill
Greater Acid Flask, 3d6 Acid, 16 Skill
Master Acid Flask, 4d6 Acid, 20 Skill
Perfected Acid Flask, 5d6 Acid, 24 Skill
Epic Acid Flask, 6d6 Acid, 28 Skill

**

Lesser Incendary Flask, 1d6 Fire, 4 Skill
Incendary Flask, 2d6 Fire, 8 Skill
Improved Incendary Flask, 3d6 Fire, 12 Skill
Greater Incendary Flask, 4d6 Fire, 16 Skill
Master Incendary Flask, 5d6 Fire, 20 Skill
Perfected Incendary Flask, 6d6 Fire, 24 Skill
Epic Incendary Flask, 7d6 Fire, 28 Skill

**

Lesser Bottled Hellrime, 1d6 Cold, 4 Skill
Bottled Hellrime, 2d6 Cold, 8 Skill
Improved Bottled Hellrime, 3d6 Cold, 12 Skill
Greater Bottled Hellrime, 4d6 Cold, 16 Skill
Master Bottled Hellrime, 5d6 Cold, 20 Skill
Perfected Bottled Hellrime, 6d6 Cold, 24 Skill
Epic Bottled Hellrime, 7d6 Cold, 28 Skill

**

Lesser Bottled Lightning, 1d6 Electrical, 4 Skill
Bottled Lightning, 2d6 Electrical, 8 Skill
Improved Bottled Lightning, 3d6 Electrical, 12 Skill
Greater Bottled Lightning, 4d6 Electrical, 16 Skill
Master Bottled Lightning, 5d6 Electrical, 20 Skill
Perfected Bottled Lightning, 6d6 Electrical, 24 Skill
Epic Bottled Lightning, 7d6 Electrical, 28 Skill

**

Lesser Thunderstone, 1d4 Sonic plus DC 15 Deafen (5 rds) , 4 Skill
Thunderstone, 1d6 Sonic plus DC 18 Deafen (5 rds) , 8 Skill
Improved Thunderstone, 2d4 Sonic plus DC 21 Deafen (5 rds) , 12 Skill
Greater Thunderstone, 2d6 Sonic plus DC 24 Deafen (5 rds) , 16 Skill
Master Thunderstone, 3d4 Sonic plus DC 27 Deafen (5 rds) , 20 Skill
Perfected Thunderstone, 3d6 Sonic plus DC 30 Deafen (5 rds) , 24 Skill
Epic Thunderstone, 4d6 Sonic plus DC 33 Deafen (5 rds) , 28 Skill

**

Lesser Tanglefoot Bag, DC 15 Entangle (5 rds) , 4 Skill
Tanglefoot Bag, DC 20 Entangle (5 rds) , 8 Skill
Improved Tanglefoot Bag, DC 25 Entangle (5 rds) , 12 Skill
Greater Tanglefoot Bag, DC 30 Entangle (5 rds) , 16 Skill
Master Tanglefoot Bag, DC 35 Entangle (5 rds) , 20 Skill
Perfected Tanglefoot Bag, DC 40 Entangle (5 rds) , 24 Skill
Epic Tanglefoot Bag, DC 45 Entangle (5 rds) , 28 Skill

**

Lesser Choking Powder, DC 15 Sicken (5 rds) , 4 Skill
Choking Powder, DC 20 Sicken (5 rds) , 8 Skill
Improved Choking Powder, DC 25 Sicken  (5 rds) , 12 Skill
Greater Choking Powder, DC 30 Sicken  (5 rds) , 16 Skill
Master Choking Powder, DC 35 Sicken  (5 rds) , 20 Skill
Perfected Choking Powder, DC 40 Sicken  (5 rds) , 24 Skill
Epic Choking Powder, DC 45 Sicken  (5 rds) , 28 Skill

Sickened. The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

**

Lesser Holy Water Vial, 1d6 Holy vs Undead, 4 Skill
Holy Water Vial, 2d6 Holy vs Undead, 8 Skill
Improved Holy Water Vial, 3d6 Holy vs Undead, 12 Skill
Greater Holy Water Vial, 4d6 Holy vs Undead, 16 Skill
Master Holy Water Vial, 5d6 Holy vs Undead, 20 Skill
Perfected Holy Water Vial, 6d6 Holy vs Undead, 24 Skill
Epic Holy Water Vial, 7d6 Holy vs Undead, 28 Skill

**

Lesser Flash Powder, Invisibility (3 rds) , 4 Skill
Flash Powder,  Invisibility (3 rds) , 8 Skill
Improved Flash Powder,  Invisibility (3 rds) , 12 Skill
Greater Flash Powder,  Invisibility (3 rds) , 16 Skill
Master Flash Powder,  Invisibility (3 rds) , 20 Skill
Perfected Flash Powder,  Invisibility (3 rds) , 24 Skill
Epic Flash Powder,  Invisibility (3 rds) , 28 Skill
Cost is 20x normal for these molds.

The flash powders add a sanctuary effect with a DC equal to the craft amount.
**

Cinderfire, +1 fire damage on a weapon (lasts 3 minutes), 4 Skill
Gains +1 rd per rank of alchemy up to a maximum of +40 rounds.

**

Healing Kit +1, 3 Skill
Healing Kit +3, 9 Skill
Healing Kit +6, 15 Skill
Healing Kit +9, 21 Skill
Healing Kit +12, 27 Skill
Cost is 50% of the store cost for a similar kit.

***

Any other alchemy style items you would like to see?

***

Craft Alchemy skill gives a +1 damage per 5 ranks and +1 DC per 10 ranks. There is a 1% chance per rank of Craft Alchemy above the required skill to craft a second, free item with each crafting attempt. Example, a 30 skill character crafting a Lesser Acid Flask has a 26% chance to craft 2 flasks for the price of 1.

Lesser Acid Flask, 1d4 Acid, 4 Skill
Epic Acid Flask, 6d6 Acid, 28 Skill

A character with a 30 skill would create a lesser acid flask that does 1d4 +6 damage.
A character with a 100 skill would create a lesser acid flask that does 1d4 +20 damage.
A character with a 30 skill would create a Epic acid flask that does 6d6 +6 damage.
A character with a 100 skill would create a Epic acid flask that does 6d6 +20 damage.

To be honest I never thought about the DC for the grenades so they should probably have a reflex DC save equal to the crafter's skill. I was probably thinking that they wouldn't have a DC at all (no save).

Lesser Flash Powder, Invisibility (3 rds) , 4 Skill
Epic Flash Powder, Invisibility (3 rds) , 28 Skill
The flash powders add a sanctuary effect with a DC equal to the craft amount.

A character with a 30 skill would create a Lesser Flash Powder that has a 7 DC.
A character with a 100 skill would create a Lesser Flash Powder that has a 14 DC.
A character with a 30 skill would create a Epic Flash Powder that has a 31 DC.
A character with a 100 skill would create a Epic Flash Powder that has a 38 DC.

***

Craft Trap is going to be:


Contact Poison 1
Tier 1: DC 4 to make, Poison (DC 18, d2 Con)
Tier 2: DC 14 to make, Poison (DC 22, d4 Con)
Tier 3: DC 24 to make, Poison (DC 26, d6 Con)

Contact Poison 2
Tier 1: DC 4 to make, Poison (DC 18, d2 Str)
Tier 2: DC 14 to make, Poison (DC 22, d4 Str)
Tier 3: DC 24 to make, Poison (DC 26, d6 Str)

Contact Poison 3
Tier 1: DC 4 to make, Poison (DC 18, d2 Dex)
Tier 2: DC 14 to make, Poison (DC 22, d4 Dex)
Tier 3: DC 24 to make, Poison (DC 26, d6 Dex)

Contact Poison 4
Tier 1: DC 4 to make, Poison (DC 18, d2 Cha)
Tier 2: DC 14 to make, Poison (DC 22, d4 Cha)
Tier 3: DC 24 to make, Poison (DC 26, d6 Cha)

Contact Poison 5
Tier 1: DC 4 to make, Poison (DC 18, d2 Wis)
Tier 2: DC 14 to make, Poison (DC 22, d4 Wis)
Tier 3: DC 24 to make, Poison (DC 26, d6 Wis)

Contact Poison 6
Tier 1: DC 4 to make, Poison (DC 18, d2 Int)
Tier 2: DC 14 to make, Poison (DC 22, d4 Int)
Tier 3: DC 24 to make, Poison (DC 26, d6 Int)

Traps will be 5/10/15/20/25 skill to craft these:
Acid Splash Trap
Acid Blob Trap
Electrical Trap
Fire Trap
Frost Trap
Gas Trap
Holy Trap
Negative Energy Trap
Sonic Trap
Spike Trap
Slicing Trap
Crushing Trap

15/20/25/30/35 DC on the trap
5d6/10d6/15d6/20d6/25d6 damage. One trap per person can be active

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.

Alcohol Crafting

For the tasteful alcoholic:

Beer - 6 pieces

Malted Barley
Brewer's Yeast
Hops
Distilled Water
Barrel*
+
Ale Process or
Mead Process or
Wheat Process or
Stout Process or
Porter Process or
Pale Ale Process or
Cider Process or


Wine - 6 pieces
White Grapes or
Red Grapes
+
Brewer's Yeast
Distilled Water
Still*
Barrel*
+
Mead Process (White) or
Cabernet Process (Red) or
Sauvignon Process (Red) or
Merlot Process (Red) or
Pinot Grigio Process (White) or
Pinot Noir Process (Red) or

* = reusable item, not lost when crafting.

Brandy - 2 pieces
Mead
Brandy Process

Whisky - 6 pieces
Still*
Barrel*
Brewer's Yeast
Malt
Sugar
Whisky Process or
Scotch Process

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.

Possible Craft Spell system

6 scrolls - 6 spells - 1 script
Touch - Hostile
Touch - Ally
Range S
Range M
Range L
Self (all shapes become burst)

5 gems for shape:
Blast (single target)
Burst (AE)
Chain
Bolt
Cone

6 gems for element
Fire
Acid
Elec
Cold
Sonic
Positive (Heal if Touched Ally or Self scroll) -> will be a random element if no bard or divine levels are found. Will

9 gems for save
Fort
Ref
Will
Fort or Ref (highest)
Fort or Will (highest)
Ref or Will (highest)
Fort or Ref (lowest)
Fort or Will (lowest)
Ref or Will (lowest)

Possible Future Gem - This will not be in the initial cut.
4 gems for status
None
Daze (if Self or Touched Ally - +1 save throw per 3 levels of the spell, +3 max as a level 9 spell, 1 rd per spell level)
Debuff - AC (-1 per 3 levels of the spell, -3 max as a level 9 spell) (Buff if Self or Touched Ally, 1 rd per spell level)
Debuff - AB (-1 per 3 levels of the spell, -3 max as a level 9 spell) (Buff if Self or Touched Ally, 1 rd per spell level)
DoT (or damage shield if ally)
End Possible Future Gem

9 gems for spellpower
L1
L2
L3
L4
L5
L6
L7
L8
L9

1 Craft Bag that checks for one of each of the above listed gem sets and creates 1 of 6 scrolls.

Each scroll has all the localvars set for which gem was used. When the scroll is used, it reads those localvars to determine the spells properties. Thus a player will have to experiment to unlock what everything is. The only thing they will know for sure is the spell power gems. The rest will come from research. Scrolls will not have a name other than 'Researched spell' and it can't be learned by a wizard. It will always pass a UMD check. The highest level of a base class with casting is what is used for the scroll. A bard 9/wiz 1/EK 10 (wiz)/ASoC 10(wiz) is going to be treated as a bard for the feat (no realistic way around that problem). Might put in a 5% chance for any gem to actually provide a different effect (chaos crafting ftw).

The feat will have a number of uses per day to limit how often these can be created (to avoid abuse).

Damage spells deal d6 per caster level up to a cap of (3 + (3 * spell level)). So a level 9 spell will scale to 30d6 while a level 3 spell will scale to 12d6.

It's essentially 24 spells (6 target types X 4 shapes) that use the item activator to read all of their effects (element, effect, etc).

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.