x
This class has Constitution as it's primary attribute.
You may not take any other classes as an X (no multiclassing)
Class Features
HD: d8
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: Simple and Bard.
Armor proficiency: Light Armor, Medium Armor, and Shields (except Tower).
Class Skills: Appraise, Craft Alchemy, Heal, Intimidate, Listen, Lore, Parry, Survival, Spot, Taunt, and Tumble.
Skill Points: 4 + Int modifier
Class Abilities
Level 1: Aria of Life (Regen), Dash
Level 2: Weakening Chord (Str Debuff)
Level 3: Insightful Strike
Level 4: Aria of Defense (Dodge AC)
Level 5: Combat Insight
Level 6: Bonus Feat
Level 7: Aria of Vigor (Temporary HP)
Level 8: Evasion
Level 9: Fast Movement
Level 10: Aria of Health (Bonus HP)
Level 11: Maladroit Chord (Dex Debuff)
Level 12: Bonus Feat
Level 13: Aria of Energy Protection (Energy Immunity)
Level 14: Deflect Arrows
Level 15:
Level 16: Aria of Physical Protection (Physical Immunity)
Level 17:
Level 18: Bonus Feat
Level 19: Aria of Speed (Haste)
Level 20: Dispiriting Chord (Int and Wis Debuff)
Level 21: Epic Precision
Level 22:
Level 23: Bonus Epic Feat
Level 24: Bonus Feat
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28:
Level 29: Bonus Epic Feat
Level 30: Bonus Feat
Arias: All arias have a 1 minute duration (plus your Constitution modifier), a 4 minute cooldown, and will affect all allies (including yourself) within 80 feet. Only one aria can be active at a time and a newly activated aria cancels any previously running aria.
Aria of Life (Regen) - Regen equal to half your Constitution modifier every 6s.
Aria of Defense (Dodge AC) - Dodge AC bonus equal to your Constitution modifier
Aria of Vigor (Temporary HP) - Temporary HP bonus equal to the target's Constitution modifier times their Hit Dice.
Aria of Health (Bonus HP) - Bonus HP (and a minor heal to restore the targets to the new level) equal to half the targets Constitution modifier times their Hit Dice.
Aria of Energy Protection (Energy Immunity) - Percent immunity to the elements (Fire, Acid, Electricity, Cold) equal to your class level plus your Constitution modifier.
Aria of Physical Protection (Physical Immunity) - Percent immunity to physical damage (Slashing, Blunt, Piercing) equal to your class level plus your Constitution modifier.
Aria of Speed (Haste): As the Haste spell with a duration in rounds equal to your class level plus your Constitution modifier.
Chords: These debuffs have a DC of 10 + 1/2 your class level + your Constitution modifier. They debuff the indicated attribute by 2 plus half your Constitution modifier for a number of rounds equal to your Constitution modifier.
A blog for me to track content generation for NWN2 outside of any particular server. I'll eventually get to where screenshots of in-development content are shown off as well. My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/
Saturday, December 27, 2014
Champion
Class Features:
HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: All simple and martial weapons.
Armor proficiency: All armor and shields (except tower shields).
Skill points: 2 + Int modifier
Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, and Spellcraft.
Class Abilities:
Level 1: Smite Evil 1/day
Level 2: Divine Grace, Lay on Hands
Level 3: Aura of Courage, Divine Health, Mercy
Level 4: Channel Positive Energy, Smite Evil 2/day, Spellcasting
Level 5: Divine Bond
Level 6: Mercy
Level 7: Smite Evil 3/day
Level 8: Aura of Resolve
Level 9: Mercy
Level 10: Smite Evil 4/day
Level 11: Aura of Justice
Level 12: Mercy
Level 13: Smite Evil 5/day
Level 14:
Level 15: Mercy
Level 16: Smite Evil 6/day
Level 17: Aura of Righteousness
Level 18: Mercy
Level 19: Smite Evil 7/day
Level 20: Holy Champion
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As an instant action, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls for 5 rounds.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 19th level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to her paladin level. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a instant action (with a six second cooldown).
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack. Undead do not receive a saving throw against this damage.
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.
Mercy: At 3rd level, and every three levels thereafter, a paladin can gains a mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.
At 3rd level, the paladin gains Shaken (the target is no longer shaken).
At 6th level, the paladin gains Diseased (the target is no longer diseased).
At 9th level, the paladin gains Poisoned (the target is no longer poisoned).
At 12th level, the paladin gains Cursed (the target is no longer cursed).
At 15th level, the paladin gains Fatigued (the target is no longer fatigued).
At 18th level, the paladin gains Sickened (the target is no longer sickened).
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and also removes diseases, curses, the shaken effect and neutralizes poisons.
Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. At 4th level and higher, her caster level is equal to her paladin level – 3.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Divine Bond: Upon reaching 5th level, a paladin forms a divine bond with her god.
The bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
The bonuses are given in the following order: +1 if the weapon is nonmagical, speed (if the paladin has at least a +3 bonus left), holy (if the paladin has at least a +2 bonus left), flaming burst (if the paladin has at least a +2 bonus left), flaming (if the paladin has a least a +1 bonus left and flaming burst was not chosen), keen,
disruption (if the paladin has at least a +2 bonus left), or defense.
If the weapon already has one of the properties, it will move to the next to determine what to add. Any remaining bonus will be added as an enhance bonus (if the weapon is less than a +5) up to +5 and then finally as a dodge AC bonus.
Aura of Resolve: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
Aura of Justice: At 11th level, a paladin can expend two uses of her smite evil ability to grant the smite evil bonuses to all allies within 10 feet, using her bonuses. The bonuses last for 5 rounds. Using this ability is a free action.
Aura of Righteousness: At 17th level, a paladin gains DR 5/- and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
Holy Champion: At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/-. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: All simple and martial weapons.
Armor proficiency: All armor and shields (except tower shields).
Skill points: 2 + Int modifier
Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, and Spellcraft.
Class Abilities:
Level 1: Smite Evil 1/day
Level 2: Divine Grace, Lay on Hands
Level 3: Aura of Courage, Divine Health, Mercy
Level 4: Channel Positive Energy, Smite Evil 2/day, Spellcasting
Level 5: Divine Bond
Level 6: Mercy
Level 7: Smite Evil 3/day
Level 8: Aura of Resolve
Level 9: Mercy
Level 10: Smite Evil 4/day
Level 11: Aura of Justice
Level 12: Mercy
Level 13: Smite Evil 5/day
Level 14:
Level 15: Mercy
Level 16: Smite Evil 6/day
Level 17: Aura of Righteousness
Level 18: Mercy
Level 19: Smite Evil 7/day
Level 20: Holy Champion
Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As an instant action, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls for 5 rounds.
At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 19th level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to her paladin level. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a instant action (with a six second cooldown).
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack. Undead do not receive a saving throw against this damage.
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.
Mercy: At 3rd level, and every three levels thereafter, a paladin can gains a mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.
At 3rd level, the paladin gains Shaken (the target is no longer shaken).
At 6th level, the paladin gains Diseased (the target is no longer diseased).
At 9th level, the paladin gains Poisoned (the target is no longer poisoned).
At 12th level, the paladin gains Cursed (the target is no longer cursed).
At 15th level, the paladin gains Fatigued (the target is no longer fatigued).
At 18th level, the paladin gains Sickened (the target is no longer sickened).
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and also removes diseases, curses, the shaken effect and neutralizes poisons.
Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. At 4th level and higher, her caster level is equal to her paladin level – 3.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Divine Bond: Upon reaching 5th level, a paladin forms a divine bond with her god.
The bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
The bonuses are given in the following order: +1 if the weapon is nonmagical, speed (if the paladin has at least a +3 bonus left), holy (if the paladin has at least a +2 bonus left), flaming burst (if the paladin has at least a +2 bonus left), flaming (if the paladin has a least a +1 bonus left and flaming burst was not chosen), keen,
disruption (if the paladin has at least a +2 bonus left), or defense.
If the weapon already has one of the properties, it will move to the next to determine what to add. Any remaining bonus will be added as an enhance bonus (if the weapon is less than a +5) up to +5 and then finally as a dodge AC bonus.
Aura of Resolve: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
Aura of Justice: At 11th level, a paladin can expend two uses of her smite evil ability to grant the smite evil bonuses to all allies within 10 feet, using her bonuses. The bonuses last for 5 rounds. Using this ability is a free action.
Aura of Righteousness: At 17th level, a paladin gains DR 5/- and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.
Holy Champion: At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/-. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Energy Blade
Class Features
This base class has 30 levels.
HD: d10
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: Simple, Rogue.
Armor proficiency: Light Armor and shields (except tower shields).
Class Skills: Concentration, Craft (All), Hide, Listen, Lore, Move Silently, Parry, Spot, and Tumble.
Skill Points: 4 + Int modifier
Class Abilities
Blade Mastery: An energy blade masters the use of a single rapier or a pair of short swords. This mastery improves as the character gains higher levels. At 1st level the energy blade gains Weapon Focus (Rapier) and Weapon Focus (Short Sword) as bonus feats. At 9th level the energy blade gains Greater Weapon Focus (Rapier) and Greater Weapon Focus (Short Sword).
In addition, at 4th level and every four levels thereafter, the energy blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). At 25th level it improves to +6 and at 30th level it improves to +7. When dual wielding this bonus is reduced by 1 (minimum +1 enhance bonus).
Energy Strike: At 3rd level, an energy blade empowers her weapon with pure energy which causes it to deal an additional 4 points of positive energy damage (2 points for each weapon if dual wielding). At 11th level this damage bonus increases to 5 points of positive energy damage (3 points main hand, 2 points off hand if dual wielding). At 19th level this damage bonus increases to 6 points of positive energy damage (3 points for each weapon if dual wielding). At 27th level this damage bonus increases to 7 points of positive energy damage (4 points main hand, 3 points off hand if dual wielding).
Energy Vigor: An energy blade gains a 33% move speed bonus at 6th level.
Energy Blade Enhancement (Su): At 6th level, an energy blade gains the ability to enhance her weapon. Any rapier or short sword she wields gains the Keen property. At 10th level she can choose from the four elements and infuse the weapon with +1d6 elemental damage (fire, cold, electrical, or acid). At 14th level she gains +1 Vampiric (main hand only). At 18th level she gains +2 Vampiric (main hand only). At 22nd level she gains massive criticals. At 30th level she gains Wounding Critical as a bonus feat.
Whirlwind Attack: At 9th level, an energy blade gains Whirlwind Attack as a bonus feat.
Bonus Epic Feats: The beguiler gains a bonus epic feat at levels 23, 26, and 29.
This base class has 30 levels.
HD: d10
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: Simple, Rogue.
Armor proficiency: Light Armor and shields (except tower shields).
Class Skills: Concentration, Craft (All), Hide, Listen, Lore, Move Silently, Parry, Spot, and Tumble.
Skill Points: 4 + Int modifier
Class Abilities
Blade Mastery: An energy blade masters the use of a single rapier or a pair of short swords. This mastery improves as the character gains higher levels. At 1st level the energy blade gains Weapon Focus (Rapier) and Weapon Focus (Short Sword) as bonus feats. At 9th level the energy blade gains Greater Weapon Focus (Rapier) and Greater Weapon Focus (Short Sword).
In addition, at 4th level and every four levels thereafter, the energy blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). At 25th level it improves to +6 and at 30th level it improves to +7. When dual wielding this bonus is reduced by 1 (minimum +1 enhance bonus).
Energy Strike: At 3rd level, an energy blade empowers her weapon with pure energy which causes it to deal an additional 4 points of positive energy damage (2 points for each weapon if dual wielding). At 11th level this damage bonus increases to 5 points of positive energy damage (3 points main hand, 2 points off hand if dual wielding). At 19th level this damage bonus increases to 6 points of positive energy damage (3 points for each weapon if dual wielding). At 27th level this damage bonus increases to 7 points of positive energy damage (4 points main hand, 3 points off hand if dual wielding).
Energy Vigor: An energy blade gains a 33% move speed bonus at 6th level.
Energy Blade Enhancement (Su): At 6th level, an energy blade gains the ability to enhance her weapon. Any rapier or short sword she wields gains the Keen property. At 10th level she can choose from the four elements and infuse the weapon with +1d6 elemental damage (fire, cold, electrical, or acid). At 14th level she gains +1 Vampiric (main hand only). At 18th level she gains +2 Vampiric (main hand only). At 22nd level she gains massive criticals. At 30th level she gains Wounding Critical as a bonus feat.
Whirlwind Attack: At 9th level, an energy blade gains Whirlwind Attack as a bonus feat.
Bonus Epic Feats: The beguiler gains a bonus epic feat at levels 23, 26, and 29.
Beguiler
Class Requirements:
Level 2 Sorcerer or Wizard.
Class Features
This base class has 28 levels.
HD: d6
BAB: Low
High Saves: Will
Weapon proficiency: Simple, Rogue.
Armor proficiency: Light Armor.
Class Skills: Appraise, Bluff, Concentration, Craft (All), Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Sleight of Hand, Spellcraft, Spot, Tumble, and UMD.
Skill Points: 6 + Int modifier
Class Abilities
Armored Mage: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor.
Trapfinding: A beguiler can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Spellcasting: At each level, a beguiler gains new spells per day, plus another effective casting level, as if they progressed in an arcane spellcasting class that they had prior to becoming a beguiler (sorcerer or wizard).
Surprise Casting: Starting at 2nd level, you gain a +10 skill bonus to Bluff as well as Feint as a bonus feat. At 6th level you gain Feint Mastery as a bonus feat.
Cloaked Casting: Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain Spell Focus (Enchantment) and Spell Focus (Illusion) as bonus feats. At 8th level you gain Spell Penetration. At 14th level you gain Greater Spell Focus (Enchantment) and Greater Spell Focus (Illusion) as bonus feats. At 20th level you gained the Cloaked Casting ability which will negate any spell resistance the target has for 5 rounds (instant ability, 30 second cooldown).
Advanced Learning: At 3rd level, you gain Bonus Slot (Level 3) as a bonus feat. At 7th, you gain Bonus Slot (Level 4) as a bonus feat. At 11th, you gain Bonus Slot (Level 5) as a bonus feat. At 15th, you gain Bonus Slot (Level 6) as a bonus feat. At 19th, you gain Bonus Slot (Level 7) as a bonus feat. At 23rd, you gain Bonus Slot (Level 8) as a bonus feat.
Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.
Still Spell: At 10th level, you gain Still Spell as a bonus feat.
Bonus Epic Feats: The beguiler gains a bonus epic feat at levels 22, 25, 27, and 28.
Level 2 Sorcerer or Wizard.
Class Features
This base class has 28 levels.
HD: d6
BAB: Low
High Saves: Will
Weapon proficiency: Simple, Rogue.
Armor proficiency: Light Armor.
Class Skills: Appraise, Bluff, Concentration, Craft (All), Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Sleight of Hand, Spellcraft, Spot, Tumble, and UMD.
Skill Points: 6 + Int modifier
Class Abilities
Armored Mage: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor.
Trapfinding: A beguiler can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Spellcasting: At each level, a beguiler gains new spells per day, plus another effective casting level, as if they progressed in an arcane spellcasting class that they had prior to becoming a beguiler (sorcerer or wizard).
Surprise Casting: Starting at 2nd level, you gain a +10 skill bonus to Bluff as well as Feint as a bonus feat. At 6th level you gain Feint Mastery as a bonus feat.
Cloaked Casting: Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain Spell Focus (Enchantment) and Spell Focus (Illusion) as bonus feats. At 8th level you gain Spell Penetration. At 14th level you gain Greater Spell Focus (Enchantment) and Greater Spell Focus (Illusion) as bonus feats. At 20th level you gained the Cloaked Casting ability which will negate any spell resistance the target has for 5 rounds (instant ability, 30 second cooldown).
Advanced Learning: At 3rd level, you gain Bonus Slot (Level 3) as a bonus feat. At 7th, you gain Bonus Slot (Level 4) as a bonus feat. At 11th, you gain Bonus Slot (Level 5) as a bonus feat. At 15th, you gain Bonus Slot (Level 6) as a bonus feat. At 19th, you gain Bonus Slot (Level 7) as a bonus feat. At 23rd, you gain Bonus Slot (Level 8) as a bonus feat.
Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.
Still Spell: At 10th level, you gain Still Spell as a bonus feat.
Bonus Epic Feats: The beguiler gains a bonus epic feat at levels 22, 25, 27, and 28.
Dark Champion
This was a pathfinder to NWN2 conversion I did a while back but never
went any further with. It was based on the Antipaladin class:
http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/paladin.html
which has these spells
http://paizo.com/pathfinderRPG/prd/advanced/advancedSpellLists.html
I boiled it down to no spells and far fewer choices (as most of the choices/options suck).
Alignment: Chaotic Evil.
Class Features
HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (except tower shields).
Class Skills: Bluff, Craft Armor, Craft Weapon, Diplomacy, Heal, Hide, Intimidate, Lore, Move Silently, Parry, Spellcraft, Taunt, and Tumble
Skill Points: 2 + Int modifier
Class Abilities
Level 1: Smite Good 1/day
Level 2: Dark Blessing, Touch of Corruption
Level 3: Aura of Cowardice, Plague Bringer, Cruelty
Level 4: Smite Good 2/day, Turn Undead
Level 5: Fiendish Boon
Level 6:
Level 7: Smite Good 3/day
Level 8: Aura of Despair, Unholy Resilience
Level 9:
Level 10: Smite Good 4/day, Minor Spellcasting 1/day
Level 11: Minor Spellcasting 2/day
Level 12: Invisibility 1/day
Level 13: Smite Good 5/day, Major Spellcasting 1/day
Level 14: Major Spellcasting 2/day
Level 15: Minor Spellcasting 3/day
Level 16: Smite Good 6/day, Invisibility 2/day
Level 17: Aura of Depravity
Level 18: Major Spellcasting 3/day
Level 19: Smite Good 7/day, Minor Spellcasting 4/day
Level 20: Unholy Champion, Invisibility 3/day, Major Spellcasting 4/day
Level 21:
Level 22: Smite Good 8/day
Level 23: Epic Bonus Feat
Level 24:
Level 25: Smite Good 9/day
Level 26: Epic Bonus Feat
Level 27:
Level 28: Smite Good 10/day
Level 29: Epic Bonus Feat
Level 30:
Touch of Corruption: Beginning at 2nd level, a dark champion surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to his dark champion level. As a touch attack, a dark champion can cause 1d6 points of damage for every two dark champion levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Aura of Cowardice: At 3rd level, a dark champion radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects.
Plague Bringer: At 3rd level, the powers of darkness make a dark champion a beacon of corruption and disease. A dark champion becomes immune to diseases.
Cruelty: At 3rd level, a dark champion's touch of corruption causes the target to suffer from fatigue (-2 Str, -2 Dex). At 9th level the dark champion curses his target instead (–4 penalty on attack rolls, saves, and skill checks).
Fiendish Boon (Sp): Upon reaching 5th level, a dark champion receives a boon from his dark patrons.
The bond allows the dark champion to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit 24 hours. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.
These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15–9 in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
Unholy Resilience: At 8th level, a dark champion gains a +4 enhance bonus to Strength and Charisma.
Minor Spellcasting: At 10th level, the dark champion may use the greater magic weapon spell or the vampiric touch spell once per day. He gains an additional use at 11th, 15th, and 19th.
Invisibility: At 12th level, the dark champion may become invisible once per day. He gains another use at 16th and 20th.
Major Spellcasting: At 13th level, the dark champion may cast resounding blow or greater invisibility once per day (resounding blow adds 1d6 points of sonic damage to his weapon for 1 round per class level). He gains an additional use at 14th, 18th, and 20th.
Aura of Depravity: At 17th level, an dark champion gains DR 5/cold iron. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects.
Unholy Champion (Su): At 20th level, an dark champion becomes a conduit for the might of the dark powers. His DR increases to 10/cold iron. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.
I boiled it down to no spells and far fewer choices (as most of the choices/options suck).
Alignment: Chaotic Evil.
Class Features
HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (except tower shields).
Class Skills: Bluff, Craft Armor, Craft Weapon, Diplomacy, Heal, Hide, Intimidate, Lore, Move Silently, Parry, Spellcraft, Taunt, and Tumble
Skill Points: 2 + Int modifier
Class Abilities
Level 1: Smite Good 1/day
Level 2: Dark Blessing, Touch of Corruption
Level 3: Aura of Cowardice, Plague Bringer, Cruelty
Level 4: Smite Good 2/day, Turn Undead
Level 5: Fiendish Boon
Level 6:
Level 7: Smite Good 3/day
Level 8: Aura of Despair, Unholy Resilience
Level 9:
Level 10: Smite Good 4/day, Minor Spellcasting 1/day
Level 11: Minor Spellcasting 2/day
Level 12: Invisibility 1/day
Level 13: Smite Good 5/day, Major Spellcasting 1/day
Level 14: Major Spellcasting 2/day
Level 15: Minor Spellcasting 3/day
Level 16: Smite Good 6/day, Invisibility 2/day
Level 17: Aura of Depravity
Level 18: Major Spellcasting 3/day
Level 19: Smite Good 7/day, Minor Spellcasting 4/day
Level 20: Unholy Champion, Invisibility 3/day, Major Spellcasting 4/day
Level 21:
Level 22: Smite Good 8/day
Level 23: Epic Bonus Feat
Level 24:
Level 25: Smite Good 9/day
Level 26: Epic Bonus Feat
Level 27:
Level 28: Smite Good 10/day
Level 29: Epic Bonus Feat
Level 30:
Touch of Corruption: Beginning at 2nd level, a dark champion surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to his dark champion level. As a touch attack, a dark champion can cause 1d6 points of damage for every two dark champion levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Aura of Cowardice: At 3rd level, a dark champion radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects.
Plague Bringer: At 3rd level, the powers of darkness make a dark champion a beacon of corruption and disease. A dark champion becomes immune to diseases.
Cruelty: At 3rd level, a dark champion's touch of corruption causes the target to suffer from fatigue (-2 Str, -2 Dex). At 9th level the dark champion curses his target instead (–4 penalty on attack rolls, saves, and skill checks).
Fiendish Boon (Sp): Upon reaching 5th level, a dark champion receives a boon from his dark patrons.
The bond allows the dark champion to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit 24 hours. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.
These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15–9 in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.
Unholy Resilience: At 8th level, a dark champion gains a +4 enhance bonus to Strength and Charisma.
Minor Spellcasting: At 10th level, the dark champion may use the greater magic weapon spell or the vampiric touch spell once per day. He gains an additional use at 11th, 15th, and 19th.
Invisibility: At 12th level, the dark champion may become invisible once per day. He gains another use at 16th and 20th.
Major Spellcasting: At 13th level, the dark champion may cast resounding blow or greater invisibility once per day (resounding blow adds 1d6 points of sonic damage to his weapon for 1 round per class level). He gains an additional use at 14th, 18th, and 20th.
Aura of Depravity: At 17th level, an dark champion gains DR 5/cold iron. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects.
Unholy Champion (Su): At 20th level, an dark champion becomes a conduit for the might of the dark powers. His DR increases to 10/cold iron. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.
Healing Rogue Type
(Healing Rogue Type)
x
This class has Charisma as it's primary attribute.
Required Alignment: Any non-evil.
You may not take Rogue, Dark Lantern, Assassin, Avenger, or Black Flame Zealot as a X.
Class Features
HD: d6
BAB: Low
High Saves: Ref, Will
Weapon proficiency: Simple and Spirit Shaman.
Armor proficiency: Light Armor and all Shields (except Tower).
Class Skills: Appraise, Bluff, Craft Alchemy, Disable Device, Heal, Hide, Listen, Lore, Move Silently, Open Lock, Search, Spellcraft, Spot, Tumble, and Use Magic Device
Skill Points: 6 + Int modifier
Class Abilities
Level 1: Trapfinding, Turn Undead, Healing Touch
Level 2: Hide in Plain Sight, Channel Energy
Level 3: Evasion, Healing Creed
Level 4: Bonus Feat
Level 5: Fast Healing I
Level 6: Sneak Attack 1d6
Level 7: Pilfer magic (1/day)
Level 8: Bonus Feat
Level 9: Divine Health
Level 10: Improved Evasion
Level 11: Pilfer magic (2/day)
Level 12: Bonus Feat
Level 13: Defensive Roll
Level 14: Sneak Attack 2d6
Level 15: Pilfer magic (3/day)
Level 16: Bonus Feat
Level 17: Fast Healing II
Level 18:
Level 19: Pilfer magic (4/day)
Level 20: Bonus Feat, Divine Grace
Level 21:
Level 22: Sneak Attack 3d6
Level 23: Bonus Epic Feat, Pilfer magic (5/day)
Level 24: Bonus Feat
Level 25:
Level 26: Bonus Epic Feat
Level 27: Pilfer magic (6/day)
Level 28: Bonus Feat
Level 29: Bonus Epic Feat
Level 30: Sneak Attack 4d6
Healing Creed: Due to a focus on protection and healing instead of combat, you gain twice the normal duration and benefit of Divine Shield if you do not have levels in any other class.
Healing Touch: An x with a Charisma score of 12 or higher can heal wounds her own or those of others) by touch. Each time she can heal a total number of hit points of damage equal to her x level times her Charisma bonus. For example, a 7th-level x with a 16 Charisma (+3 bonus) can heal 21 points of damage each time. Using Healing Touch requires a use of Turn Undead.
Channel Energy: A X can release a wave of positive energy by channeling the power of her faith through her holy symbol. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the healer. The amount of damage dealt (to undead) or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two X levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the X's level + the X's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total — all excess healing is lost. Each use of Channel Energy consumes a use of Turn Undead.
Divine Grace: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, ability damage, nausea effects, negative levels, and sickened effects. In addition, whenever she uses the channel energy ability to heal a creature, she heals the maximum possible amount.
Pilfer Magic as the Arcane Trickster (including the improvements).
New Feats:
Divine Alacrity: Grant those within 60' Haste for 2 minutes plus an additional round for each point of Charisma modifier. The duration is doubled for yourself. Using Divine Alacrity requires a use of Turn Undead.
Divine Stealth: Grant the X a bonus to Hide and Move Silently equal to the number of X levels you have for 10 minutes. Using Divine Stealth requires a use of Turn Undead.
Healing Balm: All allies within a 3-foot radius gain regeneration equal to half your Charisma modifier for 3 minutes. Using Healing Balm requires a use of Turn Undead.
x
This class has Charisma as it's primary attribute.
Required Alignment: Any non-evil.
You may not take Rogue, Dark Lantern, Assassin, Avenger, or Black Flame Zealot as a X.
Class Features
HD: d6
BAB: Low
High Saves: Ref, Will
Weapon proficiency: Simple and Spirit Shaman.
Armor proficiency: Light Armor and all Shields (except Tower).
Class Skills: Appraise, Bluff, Craft Alchemy, Disable Device, Heal, Hide, Listen, Lore, Move Silently, Open Lock, Search, Spellcraft, Spot, Tumble, and Use Magic Device
Skill Points: 6 + Int modifier
Class Abilities
Level 1: Trapfinding, Turn Undead, Healing Touch
Level 2: Hide in Plain Sight, Channel Energy
Level 3: Evasion, Healing Creed
Level 4: Bonus Feat
Level 5: Fast Healing I
Level 6: Sneak Attack 1d6
Level 7: Pilfer magic (1/day)
Level 8: Bonus Feat
Level 9: Divine Health
Level 10: Improved Evasion
Level 11: Pilfer magic (2/day)
Level 12: Bonus Feat
Level 13: Defensive Roll
Level 14: Sneak Attack 2d6
Level 15: Pilfer magic (3/day)
Level 16: Bonus Feat
Level 17: Fast Healing II
Level 18:
Level 19: Pilfer magic (4/day)
Level 20: Bonus Feat, Divine Grace
Level 21:
Level 22: Sneak Attack 3d6
Level 23: Bonus Epic Feat, Pilfer magic (5/day)
Level 24: Bonus Feat
Level 25:
Level 26: Bonus Epic Feat
Level 27: Pilfer magic (6/day)
Level 28: Bonus Feat
Level 29: Bonus Epic Feat
Level 30: Sneak Attack 4d6
Healing Creed: Due to a focus on protection and healing instead of combat, you gain twice the normal duration and benefit of Divine Shield if you do not have levels in any other class.
Healing Touch: An x with a Charisma score of 12 or higher can heal wounds her own or those of others) by touch. Each time she can heal a total number of hit points of damage equal to her x level times her Charisma bonus. For example, a 7th-level x with a 16 Charisma (+3 bonus) can heal 21 points of damage each time. Using Healing Touch requires a use of Turn Undead.
Channel Energy: A X can release a wave of positive energy by channeling the power of her faith through her holy symbol. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the healer. The amount of damage dealt (to undead) or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two X levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the X's level + the X's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total — all excess healing is lost. Each use of Channel Energy consumes a use of Turn Undead.
Divine Grace: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, ability damage, nausea effects, negative levels, and sickened effects. In addition, whenever she uses the channel energy ability to heal a creature, she heals the maximum possible amount.
Pilfer Magic as the Arcane Trickster (including the improvements).
New Feats:
Divine Alacrity: Grant those within 60' Haste for 2 minutes plus an additional round for each point of Charisma modifier. The duration is doubled for yourself. Using Divine Alacrity requires a use of Turn Undead.
Divine Stealth: Grant the X a bonus to Hide and Move Silently equal to the number of X levels you have for 10 minutes. Using Divine Stealth requires a use of Turn Undead.
Healing Balm: All allies within a 3-foot radius gain regeneration equal to half your Charisma modifier for 3 minutes. Using Healing Balm requires a use of Turn Undead.
Thursday, November 20, 2014
Spellthief!
Spellthief is just about finished and ready for testing. I've got some preliminary verification to do but it's looking to be in good shape so far.
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]
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.
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.
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.
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.
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.
Tuesday, August 26, 2014
The messy nature of google blogging...
Posting up each class as a post is the only way this site will allow me to do content as there is a hard 20 page limit on unique pages. I'm going to look into a wiki that I can use that allows me to easily add footers (the creative license) and that is far, FAR easier to maintain than the wiki I use now for published content.
I also want to keep published/non-published content separate due to the whole 1.41.4 issue. I'm potentially looking into the generation of a PDF for published content that will actually have the latest description. Something I can package in a zip with a password. ;)
Food for thought.
I also want to keep published/non-published content separate due to the whole 1.41.4 issue. I'm potentially looking into the generation of a PDF for published content that will actually have the latest description. Something I can package in a zip with a password. ;)
Food for thought.
Weave Walker
Shaco: This is the class I was thinking of (not Nightblade). It's essentially an arcane Nightcrawler with no sneak attack. *cough* Posted it in the wrong forum. Looked like player blah blah blah something something. :P
Weave Walker
x
This is a 30 level base class. You may not take any other classes.
Class Features
HD: d8
BAB: Medium
High Saves: Fort, Ref
Weapon proficiency: Simple and Bard.
Armor proficiency: Light armor.
Class Skills: Appraise, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Disable Device, Diplomacy, Heal, Intimidate, Listen, Lore, Open Locks, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, and Use Magic Device
Skill Points: 4 + Int modifier
Class Abilities
Level 1: Poison Use, Light or Dark, Evasion, Hide in Plain Sight
Level 2: Lesser Breach
Level 3: Least Spell Mantle
Level 4: Mark, Recall, Armor of the Weave
Level 5: Teleport Bomb (Entangle)
Level 6: Protection of the Weave, Insightful Strike
Level 7: Teleport Jump
Level 8: Accelerated Movement
Level 9: Lesser Spell Mantle
Level 10: Poison Immunity, Teleport Bomb (Explosive)
Level 11: Improved Evasion
Level 12: Greater Breach
Level 13: Defensive Roll
Level 14: Teleport Gate
Level 15: Spell Mantle, Teleport Bomb (Weakening)
Level 16: Improved Uncanny Dodge
Level 17:
Level 18:
Level 19:
Level 20: Teleport Bomb (Disruptive)
Level 21: Greater Spell Mantle
Level 22: Disjunct
Level 23: Bonus Epic Feat
Level 24: Combat Insight
Level 25: Teleport Bomb (Weakening Explosive)
Level 26: Bonus Epic Feat
Level 27:
Level 28:
Level 29: Bonus Epic Feat
Level 30: Teleport Bomb (Entangling, Weakening, Explosive)
Light or Dark - You choose the Weave or the Shadow Weave as your source of power. You gain a bonus to Dodge AC equal to your Int modifier.
Lesser Breach - 30s cooldown.
Greater Breach - 30s cooldown (replaces Lesser Breach).
Disjunct - 30s cooldown.
Least Spell Mantle - 60s cooldown.
Lesser Spell Mantle - 60s cooldown (replaces Least Spell Mantle).
Spell Mantle - 60s cooldown (replaces Lesser Spell Mantle).
Greater Spell Mantle - 60s cooldown (replaces Spell Mantle).
Mark - 60s cooldown. Allows you to set a safe location for teleporting.
Recall - 60s cooldown. Allows you to safely escape to a set location, as long as it is in the same area.
Protection of the Weave - Grants 14 + CL spell resistance, bonus to saves equal to your Con modifier.
Armor of the Weave - Grants +1 Armor Enhance, Deflection, and Shield Enhance for every 6 additional levels (+2 at 10th, +3 at 16th, +4 at 22nd, and +5 at 28th).
Teleport Bomb (Entangle) - As Entangle, use Int for DC
Accelerated Movement - 33% move speed buff
Teleport Jump - Instantly move to any spot, L range (~35-40m) (30s cooldown)
Teleport Gate - You and all allies within 30' move to any spot, L range (~35-40m) (5 minute cooldown)
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.
Weave Walker
x
This is a 30 level base class. You may not take any other classes.
Class Features
HD: d8
BAB: Medium
High Saves: Fort, Ref
Weapon proficiency: Simple and Bard.
Armor proficiency: Light armor.
Class Skills: Appraise, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Disable Device, Diplomacy, Heal, Intimidate, Listen, Lore, Open Locks, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, and Use Magic Device
Skill Points: 4 + Int modifier
Class Abilities
Level 1: Poison Use, Light or Dark, Evasion, Hide in Plain Sight
Level 2: Lesser Breach
Level 3: Least Spell Mantle
Level 4: Mark, Recall, Armor of the Weave
Level 5: Teleport Bomb (Entangle)
Level 6: Protection of the Weave, Insightful Strike
Level 7: Teleport Jump
Level 8: Accelerated Movement
Level 9: Lesser Spell Mantle
Level 10: Poison Immunity, Teleport Bomb (Explosive)
Level 11: Improved Evasion
Level 12: Greater Breach
Level 13: Defensive Roll
Level 14: Teleport Gate
Level 15: Spell Mantle, Teleport Bomb (Weakening)
Level 16: Improved Uncanny Dodge
Level 17:
Level 18:
Level 19:
Level 20: Teleport Bomb (Disruptive)
Level 21: Greater Spell Mantle
Level 22: Disjunct
Level 23: Bonus Epic Feat
Level 24: Combat Insight
Level 25: Teleport Bomb (Weakening Explosive)
Level 26: Bonus Epic Feat
Level 27:
Level 28:
Level 29: Bonus Epic Feat
Level 30: Teleport Bomb (Entangling, Weakening, Explosive)
Light or Dark - You choose the Weave or the Shadow Weave as your source of power. You gain a bonus to Dodge AC equal to your Int modifier.
Lesser Breach - 30s cooldown.
Greater Breach - 30s cooldown (replaces Lesser Breach).
Disjunct - 30s cooldown.
Least Spell Mantle - 60s cooldown.
Lesser Spell Mantle - 60s cooldown (replaces Least Spell Mantle).
Spell Mantle - 60s cooldown (replaces Lesser Spell Mantle).
Greater Spell Mantle - 60s cooldown (replaces Spell Mantle).
Mark - 60s cooldown. Allows you to set a safe location for teleporting.
Recall - 60s cooldown. Allows you to safely escape to a set location, as long as it is in the same area.
Protection of the Weave - Grants 14 + CL spell resistance, bonus to saves equal to your Con modifier.
Armor of the Weave - Grants +1 Armor Enhance, Deflection, and Shield Enhance for every 6 additional levels (+2 at 10th, +3 at 16th, +4 at 22nd, and +5 at 28th).
Teleport Bomb (Entangle) - As Entangle, use Int for DC
Accelerated Movement - 33% move speed buff
Teleport Jump - Instantly move to any spot, L range (~35-40m) (30s cooldown)
Teleport Gate - You and all allies within 30' move to any spot, L range (~35-40m) (5 minute cooldown)
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.
Spellthief
[spoiler="Spellthief"]
Class Requirements:
Level 2 Sorcerer or Wizard.
Class Features
This base class has 28 levels.
HD: d6
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: Simple.
Armor proficiency: Light Armor.
Class Skills: Appraise, Bluff, Concentration, Craft (All), Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Spellcraft, Spot, Tumble, and UMD.
Skill Points: 6 + Int modifier
Class Abilities
Sneak Attack: If a spellthief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every 4 spellthief levels thereafter (2d6 at 5th, 3d6 at 9th, etc).
Armored Mage: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A spellthief's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor.
Trapfinding: A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Steal Spell: A spellthief can siphon spell energy away from his target and use it to benefit himself. A spellthief gains a concealment equal to his spellthief class level. This bonus lasts for three minutes and has a one minute cooldown.
Spellgrace: A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level, to +3 at 20th level, and to +4 at 28th level.
Steal Energy Resistance: Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief gains resistance 10 to the chosen energy type while the target suffers a 5% vulnerability to the element. The resistance a spellthief gains from using this ability lasts for 1 minute.
At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, at 19th level he can steal resistance 30 to an energy type, and at 27th level he can steal resistance 40 to an energy type.
Spellcasting: At each odd level, a spellthief gains new spells per day, plus another effective casting level, as if they progressed in an arcane spellcasting class that they had prior to becoming a spellthief (sorcerer or wizard).
Absorb Spell: When using the "Spell Mantle" spell, a spellthief adds half his level to the number of spell levels turned.
Steal Spell Resistance: Beginning at 15th level, a spellthief can steal some or all of a creature's spell resistance. A spellthief reduces the target's spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's level.
Bonus Epic Feats: The spellthief gains a bonus epic feat at levels 22, 25, and 28.
[/spoiler]
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.
Class Requirements:
Level 2 Sorcerer or Wizard.
Class Features
This base class has 28 levels.
HD: d6
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: Simple.
Armor proficiency: Light Armor.
Class Skills: Appraise, Bluff, Concentration, Craft (All), Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Spellcraft, Spot, Tumble, and UMD.
Skill Points: 6 + Int modifier
Class Abilities
Sneak Attack: If a spellthief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every 4 spellthief levels thereafter (2d6 at 5th, 3d6 at 9th, etc).
Armored Mage: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A spellthief's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor.
Trapfinding: A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Steal Spell: A spellthief can siphon spell energy away from his target and use it to benefit himself. A spellthief gains a concealment equal to his spellthief class level. This bonus lasts for three minutes and has a one minute cooldown.
Spellgrace: A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level, to +3 at 20th level, and to +4 at 28th level.
Steal Energy Resistance: Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief gains resistance 10 to the chosen energy type while the target suffers a 5% vulnerability to the element. The resistance a spellthief gains from using this ability lasts for 1 minute.
At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, at 19th level he can steal resistance 30 to an energy type, and at 27th level he can steal resistance 40 to an energy type.
Spellcasting: At each odd level, a spellthief gains new spells per day, plus another effective casting level, as if they progressed in an arcane spellcasting class that they had prior to becoming a spellthief (sorcerer or wizard).
Absorb Spell: When using the "Spell Mantle" spell, a spellthief adds half his level to the number of spell levels turned.
Steal Spell Resistance: Beginning at 15th level, a spellthief can steal some or all of a creature's spell resistance. A spellthief reduces the target's spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's level.
Bonus Epic Feats: The spellthief gains a bonus epic feat at levels 22, 25, and 28.
[/spoiler]
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.
Songblade
Songblade
[spoiler]
A Songblade channels arcane magic through her voice and her blade, flitting about the battlefield and wreaking havoc upon her enemies.
Required Alignment: Neutral Good
Class Features:
HD: d8
BAB: High
High Saves: Fort, Ref
Weapon proficiency: Exotic.
Armor proficiency: None.
Skill points: 4 + Int modifier
Class Skills: Appraise, Bluff, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Perform, Search, Spellcraft, Spot, Survival, Taunt, and Tumble.
May not multiclass at all (you will lose a level and the experience you had if you take another class) and may not use UMD or stealth skills.
Class Abilities
Level 1: Song of Alacrity (Stance), Harmonic Blade, Weapon of Choice
Level 2: Perceptive Defense
Level 3: Ki Critical, Demoralize Opponent
Level 4: Weapon Focus (Bastard Sword), Evasion
Level 5: Dulcet Echo +1, Song of Defense (Stance)
Level 6: Adamantine Shield, Uncanny Dodge
Level 7: Increased Multiplier
Level 8: Weapon Specialization (Bastard Sword)
Level 9: Song of Dissonance (Stance), Dissonant Strike
Level 10: Dulcet Echo +2
Level 11: Improved Perceptive Defense
Level 12: Greater Weapon Focus (Bastard Sword)
Level 13: Song of Rest (Stance)
Level 14: Dash
Level 15: Dulcet Echo +3
Level 16: Greater Weapon Specialization (Bastard Sword)
Level 17: Improved Uncanny Dodge
Level 18: Improved Evasion
Level 19: Dulcet Echo +4
Level 20: Superior Weapon Focus (Bastard Sword)
Level 21: Frantic Reactions
Level 22:
Level 23: Epic Bonus Feat
Level 24: Epic Weapon Focus (Bastard Sword)
Level 25: Dulcet Echo +5
Level 26: Epic Bonus Feat
Level 27:
Level 28: Epic Weapon Specialization (Bastard Sword)
Level 29: Epic Bonus Feat
Level 30: Dulcet Echo +6
Harmonic Blade: All Songblades start with a harmonic blade which is a finely crafted adamantine bastard sword (without the magic damage bonus). It is the only weapon they are skilled with and they suffer a -8 attack penalty if they try to use a different weapon. They may not be disarmed while using this blade. Her order dictates that she may never wear armor or use a shield at all (all class abilities will be disabled).
Song of Alacrity (Stance): While wielding her harmony blade, the Songblade is free to move about the battlefield singing and slashing her enemies with great speed. This combat stance is equivalent to the haste and freedom of movement spells. Only one stance may be active at a time.
Weapon of Choice: The Songblade has chosen the bastard sword as her weapon of choice.
Perceptive Defense: At 2nd level, the Songblade learns to predict the movements and physical nuances of her enemies and adapt her defenses to handle the anticipated attack. She adds her Intelligence modifier as a Dodge AC bonus.
Song of Defense (Stance): At 5th level, the Songblade learns to focus her efforts and her songs on defense instead of moving about the field of battle with abandon. She gains a +1 shield enhance AC bonus which improves by +1 for every 6 levels she has (+2 at 6th to +6 at 30th). She also gains a bonus to her saving throws equal to her Intelligence bonus. She may not be knocked down, paralyzed, dazed, stunned, or subject to sneak attacks and critical hits while in this stance. Only one stance may be active at a time.
Dulcet Echo: At 5th level, the Songblade begins to channel arcane magic into her blade provide it with the equivalent of a +1 enhancement bonus. This bonus improves by +1 for each additional 5 levels the songblade attains.
Adamantine Shield: At 6th level, the Songblade's defensive skill with her harmonic blade is such she gains a +3deflection bonus. This bonus increases to +4 at 10th level, +5 at 15th, +6 at 20th, +7 at 25th, and +8 at 30th.
Improved Perceptive Defense: At 11th level, the Songblade's defenses improve even further granting her spell resistance equal to 14 plus her class level.
Dissonant Strike: At 9th level, the Songblade may make a single attack in a round against a class that uses magic (any base class that has access to spells including Hexblade) which will disrupt the magic surrounding them. This is treated as a disjunction with a caster level equal to the Songblade's class level. This attack automatically hits but only does damage equal to twice her Intelligence modifier. The subject suffers a concentration penalty equal to the songblade's Intelligence modifier. This strike may only be used while the Song of Dissonance is active.
Song of Dissonance (Stance): At 9th level, the Songblade's learns a song of disharmony which allows her to use her Dissonant Strike ability. Only one stance may be active at a time. She also gains elemental and sonic damage resistance equal to twice her class level as well as immunity to death magic, curses, and the bigby spells.
Song of Rest (Stance): At 13th level, the Songblade learns a song of fortitude and respite, allowing her to recuperate from battle quicker. She gains regeneration equal to her class level / 6 (maximum 5 at 30th) and damage reduction equal to her class level / 2 (maximum DR 15/- at 30th).
New Feat: Improved Spell Resistance (+3 SR)
New Feat: Improved Echo (Dulcet Echo gains a +1)
**
The class is on the very low end for AC (much less than a rogue and no UMD either) but on the high end for AB. They have four primary combat styles (hasted+fom, defensive, rest, anti-magic) they can switch between as needed. They have NO access to stealth or UMD and may not take ANY other classes. I will probably replaced Exotic with Songblade and have the Bastard usable by both Exotic and Songblade which means they can *only* use that weapon.
[/spoiler]
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.
[spoiler]
A Songblade channels arcane magic through her voice and her blade, flitting about the battlefield and wreaking havoc upon her enemies.
Required Alignment: Neutral Good
Class Features:
HD: d8
BAB: High
High Saves: Fort, Ref
Weapon proficiency: Exotic.
Armor proficiency: None.
Skill points: 4 + Int modifier
Class Skills: Appraise, Bluff, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Perform, Search, Spellcraft, Spot, Survival, Taunt, and Tumble.
May not multiclass at all (you will lose a level and the experience you had if you take another class) and may not use UMD or stealth skills.
Class Abilities
Level 1: Song of Alacrity (Stance), Harmonic Blade, Weapon of Choice
Level 2: Perceptive Defense
Level 3: Ki Critical, Demoralize Opponent
Level 4: Weapon Focus (Bastard Sword), Evasion
Level 5: Dulcet Echo +1, Song of Defense (Stance)
Level 6: Adamantine Shield, Uncanny Dodge
Level 7: Increased Multiplier
Level 8: Weapon Specialization (Bastard Sword)
Level 9: Song of Dissonance (Stance), Dissonant Strike
Level 10: Dulcet Echo +2
Level 11: Improved Perceptive Defense
Level 12: Greater Weapon Focus (Bastard Sword)
Level 13: Song of Rest (Stance)
Level 14: Dash
Level 15: Dulcet Echo +3
Level 16: Greater Weapon Specialization (Bastard Sword)
Level 17: Improved Uncanny Dodge
Level 18: Improved Evasion
Level 19: Dulcet Echo +4
Level 20: Superior Weapon Focus (Bastard Sword)
Level 21: Frantic Reactions
Level 22:
Level 23: Epic Bonus Feat
Level 24: Epic Weapon Focus (Bastard Sword)
Level 25: Dulcet Echo +5
Level 26: Epic Bonus Feat
Level 27:
Level 28: Epic Weapon Specialization (Bastard Sword)
Level 29: Epic Bonus Feat
Level 30: Dulcet Echo +6
Harmonic Blade: All Songblades start with a harmonic blade which is a finely crafted adamantine bastard sword (without the magic damage bonus). It is the only weapon they are skilled with and they suffer a -8 attack penalty if they try to use a different weapon. They may not be disarmed while using this blade. Her order dictates that she may never wear armor or use a shield at all (all class abilities will be disabled).
Song of Alacrity (Stance): While wielding her harmony blade, the Songblade is free to move about the battlefield singing and slashing her enemies with great speed. This combat stance is equivalent to the haste and freedom of movement spells. Only one stance may be active at a time.
Weapon of Choice: The Songblade has chosen the bastard sword as her weapon of choice.
Perceptive Defense: At 2nd level, the Songblade learns to predict the movements and physical nuances of her enemies and adapt her defenses to handle the anticipated attack. She adds her Intelligence modifier as a Dodge AC bonus.
Song of Defense (Stance): At 5th level, the Songblade learns to focus her efforts and her songs on defense instead of moving about the field of battle with abandon. She gains a +1 shield enhance AC bonus which improves by +1 for every 6 levels she has (+2 at 6th to +6 at 30th). She also gains a bonus to her saving throws equal to her Intelligence bonus. She may not be knocked down, paralyzed, dazed, stunned, or subject to sneak attacks and critical hits while in this stance. Only one stance may be active at a time.
Dulcet Echo: At 5th level, the Songblade begins to channel arcane magic into her blade provide it with the equivalent of a +1 enhancement bonus. This bonus improves by +1 for each additional 5 levels the songblade attains.
Adamantine Shield: At 6th level, the Songblade's defensive skill with her harmonic blade is such she gains a +3deflection bonus. This bonus increases to +4 at 10th level, +5 at 15th, +6 at 20th, +7 at 25th, and +8 at 30th.
Improved Perceptive Defense: At 11th level, the Songblade's defenses improve even further granting her spell resistance equal to 14 plus her class level.
Dissonant Strike: At 9th level, the Songblade may make a single attack in a round against a class that uses magic (any base class that has access to spells including Hexblade) which will disrupt the magic surrounding them. This is treated as a disjunction with a caster level equal to the Songblade's class level. This attack automatically hits but only does damage equal to twice her Intelligence modifier. The subject suffers a concentration penalty equal to the songblade's Intelligence modifier. This strike may only be used while the Song of Dissonance is active.
Song of Dissonance (Stance): At 9th level, the Songblade's learns a song of disharmony which allows her to use her Dissonant Strike ability. Only one stance may be active at a time. She also gains elemental and sonic damage resistance equal to twice her class level as well as immunity to death magic, curses, and the bigby spells.
Song of Rest (Stance): At 13th level, the Songblade learns a song of fortitude and respite, allowing her to recuperate from battle quicker. She gains regeneration equal to her class level / 6 (maximum 5 at 30th) and damage reduction equal to her class level / 2 (maximum DR 15/- at 30th).
New Feat: Improved Spell Resistance (+3 SR)
New Feat: Improved Echo (Dulcet Echo gains a +1)
**
The class is on the very low end for AC (much less than a rogue and no UMD either) but on the high end for AB. They have four primary combat styles (hasted+fom, defensive, rest, anti-magic) they can switch between as needed. They have NO access to stealth or UMD and may not take ANY other classes. I will probably replaced Exotic with Songblade and have the Bastard usable by both Exotic and Songblade which means they can *only* use that weapon.
[/spoiler]
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.
Elementalist
Keep in mind the damage likely needs to be toned down since this was part of a different planned ruleset.
It seems I had a base class designed that I forgot about. When I was trying to create a page for the elementalist prc from the prc polls, the page already existed with this class. :P
Elementalist
Restrictions
Class: May not be any other base or prestige class.
Class Skills: ?
Skill points: 2 + Int modifier
Class Features
HD: d6
BAB: Low
High Saves: Fort, Will
Weapon proficiency: Simple, Wizards
Armor proficiency: Light, Shields, Tower Shields
Class Abilities
Level 1: Elemental Blast, Blast Shape, Elemental Choice
Level 2: Elemental Shroud
Level 3:
Level 4: Elemental Focus (Precision), Blast Shape
Level 5:
Level 6: Elemental Servant
Level 7:
Level 8: Elemental Resistance (10), Blast Shape
Level 9:
Level 10: Imbued Essence
Level 11:
Level 12: Blast Shape
Level 13:
Level 14: Elemental Focus (Healing)
Level 15:
Level 16: Blast Shape
Level 17:
Level 18: Elemental Resistance (20)
Level 19:
Level 20: Greater Imbued Essence, Blast Shape
Level 21:
Level 22: Improved Elemental Shroud
Level 23: Bonus Epic Feat
Level 24: Elemental Focus (Power), Blast Shape
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28: Elemental Resistance (30), Blast Shape
Level 29: Bonus Epic Feat
Level 30: Wildshape (Elemental)
Starting Equipment: Imbued Sceptre (+1d6 blast dice damage) and Tower Shield.
Elemental Choice: You choose from one of the four elements.
Elemental Blast: 1d6 at 1st and +1d6 at each odd level (15d6 at 29th).
Shapes: Orb, Cone, Burst, Bolt, Chain, Blast, Touch
Focus: Precision (No allies injured), Power (+50% damage), Healing (1 pt per blast die)
Elemental Shroud: Self damage shield = 1 for every 2 points of Con modifier (6 pts max).
Imbued Essence: Gain minor elemental immunities.
Greater Imbued Essence: Gain remaining elemental immunities.
Wildshape (Elemental): At will, can continue to use blast in elemental form.
New Feats:
Improved Orb (2x orbs)
Improved Cone (knockdown)
Improved Burst (stun)
Improved Bolt (clinging)
Improved Chain (continues if misses)
Improved Blast (2x area)
Improved Touch (no resists)
Elemental Mastery - Binding (slows)
Elemental Mastery - Force (the blast dice improve to d8s)
Elemental Mastery - Weakening (-4 Con)
Epic Elemental Shoud (+50% bonus)
Energy Substitution - You turn your normal energy type into one of the other three
**
Is this essentially an elemental warlock? Or is it weaker than a warlock?
It's pretty different. The only thing it has in common with a warlock is unlimited casting and the ability to vary shapes with their blasts.
It has the ability to vary up their damage shapes as they desire. Think of it more like a war mage who wears armor and shields and channels the elements into the battlefield. Cones, bursts, ranged AE, bolts, chains, touchs.
It has no defensive spells or abilities of any kind, no buffs, invisibility, or anything to keep it out of harms way. Even at 14th when they can turn on the mode that will heal them slightly it's not going to be much (max 16 pts at 30th, 7 pts when they get it) and they lose the damage bonus or the ability to avoid harming allies to keep that mode active. Low hit points too.
It's a classic glass cannon style.
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.
It seems I had a base class designed that I forgot about. When I was trying to create a page for the elementalist prc from the prc polls, the page already existed with this class. :P
Elementalist
Restrictions
Class: May not be any other base or prestige class.
Class Skills: ?
Skill points: 2 + Int modifier
Class Features
HD: d6
BAB: Low
High Saves: Fort, Will
Weapon proficiency: Simple, Wizards
Armor proficiency: Light, Shields, Tower Shields
Class Abilities
Level 1: Elemental Blast, Blast Shape, Elemental Choice
Level 2: Elemental Shroud
Level 3:
Level 4: Elemental Focus (Precision), Blast Shape
Level 5:
Level 6: Elemental Servant
Level 7:
Level 8: Elemental Resistance (10), Blast Shape
Level 9:
Level 10: Imbued Essence
Level 11:
Level 12: Blast Shape
Level 13:
Level 14: Elemental Focus (Healing)
Level 15:
Level 16: Blast Shape
Level 17:
Level 18: Elemental Resistance (20)
Level 19:
Level 20: Greater Imbued Essence, Blast Shape
Level 21:
Level 22: Improved Elemental Shroud
Level 23: Bonus Epic Feat
Level 24: Elemental Focus (Power), Blast Shape
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28: Elemental Resistance (30), Blast Shape
Level 29: Bonus Epic Feat
Level 30: Wildshape (Elemental)
Starting Equipment: Imbued Sceptre (+1d6 blast dice damage) and Tower Shield.
Elemental Choice: You choose from one of the four elements.
Elemental Blast: 1d6 at 1st and +1d6 at each odd level (15d6 at 29th).
Shapes: Orb, Cone, Burst, Bolt, Chain, Blast, Touch
Focus: Precision (No allies injured), Power (+50% damage), Healing (1 pt per blast die)
Elemental Shroud: Self damage shield = 1 for every 2 points of Con modifier (6 pts max).
Imbued Essence: Gain minor elemental immunities.
Greater Imbued Essence: Gain remaining elemental immunities.
Wildshape (Elemental): At will, can continue to use blast in elemental form.
New Feats:
Improved Orb (2x orbs)
Improved Cone (knockdown)
Improved Burst (stun)
Improved Bolt (clinging)
Improved Chain (continues if misses)
Improved Blast (2x area)
Improved Touch (no resists)
Elemental Mastery - Binding (slows)
Elemental Mastery - Force (the blast dice improve to d8s)
Elemental Mastery - Weakening (-4 Con)
Epic Elemental Shoud (+50% bonus)
Energy Substitution - You turn your normal energy type into one of the other three
**
Is this essentially an elemental warlock? Or is it weaker than a warlock?
It's pretty different. The only thing it has in common with a warlock is unlimited casting and the ability to vary shapes with their blasts.
It has the ability to vary up their damage shapes as they desire. Think of it more like a war mage who wears armor and shields and channels the elements into the battlefield. Cones, bursts, ranged AE, bolts, chains, touchs.
It has no defensive spells or abilities of any kind, no buffs, invisibility, or anything to keep it out of harms way. Even at 14th when they can turn on the mode that will heal them slightly it's not going to be much (max 16 pts at 30th, 7 pts when they get it) and they lose the damage bonus or the ability to avoid harming allies to keep that mode active. Low hit points too.
It's a classic glass cannon style.
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.
Artificer
Forgot I had this base class write up buried on my website (from June 2009 LOL).
Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with a temporary magical power, repair damage constructs (including warforged), alter the function of existing magic items, as well as1 craft magic items and constructs. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes' spell lists. Their magic is neither arcane nor divine, and they are not bound by that limitation. Their trade is magic in its most abstract (they might say purest) form.
Class Features
HD: d6
BAB: Medium
High Saves: Will
Weapon proficiency: Simple
Armor proficiency: Light armor, medium armor, and with shields (except tower shields)
Class Skills: Appraise, Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Diplomacy, Disable Device, Lore, Open Lock, Search, Spellcraft, and Use Magic Device.
Skill points: 4 + Int modifier
Class Abilities
Level 1: Artisan Bonus, Trapfinding, Scribe Scroll, Item Creation
Level 2: Brew Potions
Level 3: Craft Wondrous Item
Level 4: Bonus Feat, Craft Homunculus
Level 5: Craft Arms and Armor
Level 6: Bonus Feat
Level 7: Craft Wand
Level 8: Bonus Feat
Level 9: Craft Rod
Level 10:
Level 11: Bonus Feat
Level 12: Craft Staff, Bonus Feat
Level 13: Skill Focus (UMD), Skill Focus (Spellcraft)
Level 14: Forge Ring
Level 15:
Level 16: Bonus Feat
Level 17:
Level 18:
Level 19:
Level 20: Bonus Feat
Level 21:
Level 22:
Level 23: Bonus Feat
Level 24:
Level 25:
Level 26: Bonus Feat
Level 27:
Level 28:
Level 29: Bonus Feat
Level 30:
Infusions per day (Int based)
1st: 2 at 1st level, 3 at 2nd level, 4 at 14th level
2nd: 1 at 3rd level, 2 at 4th level, 3 at 5th level, 4 at 15th level
3rd: 1 at 5th level, 2 at 6th level, 3 at 8th level, 4 at 16th level
4th: 1 at 8th level, 2 at 9th level, 3 at 13th level, 4 at 17th level
5th: 1 at 11th level, 2 at 12th level, 3 at 14th level, 4 at 18th level
6th: 1 at 14th level, 2 at 15th level, 3 at 17th level, 4 at 19th level
Infusions:
1st: Energy Alteration, Enhancement Alteration, Identify, Lesser Armor Enhancement, Personal Weapon Augmentation, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement
2nd: Align Weapon, Armor Enhancement, Lesser Weapon Augmentation, Reinforce Construct, Repair Moderate Damage, Toughen Construct, *Stat Buffs
3rd: Adamantine Weapon, Blast Rod, Construct Energy Ward, Greater Armor Enhancement, Greater Magic Weapon, Metamagic Item, Repair Serious Damage, Stone Construct
4th: Censure Elementals, Greater Construct Energy Ward, Item Alteration, Iron Construct, Lesser Globe of Invulernerability, Mass Shield of Faith, Repair Critical Damage, Weapon Augmentation
5th: Disrupting Weapon, Energy Touch (Storm Touch), Greater Blast Rod, Slaying Arrow
6th: Blade Barrier, Disable Construct, Globe of Invulnerability, Greater Weapon Augmentation, Total Repair
Artisan Bonus: +2 UMD
Craft Homunculus: Combat Familiar (probably the clockwork spider and renamed Craft Construct)
New Feats:
Attune Magic Weapon (+1 stacking enhance bonus)
Bind Elemental (+2 stacking enhance bonus, stacks with attune magic weapon)
Practiced Artificer
Forge Ring
Craft Staff
New Items:
Acidic Fire
Alchemist's lightning
Alchemist's frost
**
Well, at the time I was debating either a new custom crafting system or more likely putting 5 subradials under each feat that would choose which rod/staff you craft (at the cost of gold and/or xp).
Example would be:
a) Defensive (Ghostly Visage at 1 charge/use, Stoneskin at 2 charges/use, Summon Creature VI at 3 charges/use)
b) Offensive (Electric Loop at 1 charge/use, Ice Storm at 2 charges/use, Chain Lightning at 3 charges/use)
c) Utility (Mage Armor at 1 charge/use, Greater Resistance at 2 charges/use, Greater Heroism at 3 charges/use)
d) Metamagic (one random metamagic feat)
e) Magic (Shield at 1 charge/use, Spell Mantle at 2 charges/use, Greater Spell Breach at 3 charges/use)
Staff would be the same except it would add the following
a) Summon Creature VIII at 4 charges/use
b) Polar Ray at 4 charges/use
c) Blackstaff at 4 charges/use
d) Second metamagic feat
e) Protection from Spells at 4 charges/use
CL of 10-15 for rods, 20-25 for staves.
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.
Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with a temporary magical power, repair damage constructs (including warforged), alter the function of existing magic items, as well as1 craft magic items and constructs. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes' spell lists. Their magic is neither arcane nor divine, and they are not bound by that limitation. Their trade is magic in its most abstract (they might say purest) form.
Class Features
HD: d6
BAB: Medium
High Saves: Will
Weapon proficiency: Simple
Armor proficiency: Light armor, medium armor, and with shields (except tower shields)
Class Skills: Appraise, Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Diplomacy, Disable Device, Lore, Open Lock, Search, Spellcraft, and Use Magic Device.
Skill points: 4 + Int modifier
Class Abilities
Level 1: Artisan Bonus, Trapfinding, Scribe Scroll, Item Creation
Level 2: Brew Potions
Level 3: Craft Wondrous Item
Level 4: Bonus Feat, Craft Homunculus
Level 5: Craft Arms and Armor
Level 6: Bonus Feat
Level 7: Craft Wand
Level 8: Bonus Feat
Level 9: Craft Rod
Level 10:
Level 11: Bonus Feat
Level 12: Craft Staff, Bonus Feat
Level 13: Skill Focus (UMD), Skill Focus (Spellcraft)
Level 14: Forge Ring
Level 15:
Level 16: Bonus Feat
Level 17:
Level 18:
Level 19:
Level 20: Bonus Feat
Level 21:
Level 22:
Level 23: Bonus Feat
Level 24:
Level 25:
Level 26: Bonus Feat
Level 27:
Level 28:
Level 29: Bonus Feat
Level 30:
Infusions per day (Int based)
1st: 2 at 1st level, 3 at 2nd level, 4 at 14th level
2nd: 1 at 3rd level, 2 at 4th level, 3 at 5th level, 4 at 15th level
3rd: 1 at 5th level, 2 at 6th level, 3 at 8th level, 4 at 16th level
4th: 1 at 8th level, 2 at 9th level, 3 at 13th level, 4 at 17th level
5th: 1 at 11th level, 2 at 12th level, 3 at 14th level, 4 at 18th level
6th: 1 at 14th level, 2 at 15th level, 3 at 17th level, 4 at 19th level
Infusions:
1st: Energy Alteration, Enhancement Alteration, Identify, Lesser Armor Enhancement, Personal Weapon Augmentation, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement
2nd: Align Weapon, Armor Enhancement, Lesser Weapon Augmentation, Reinforce Construct, Repair Moderate Damage, Toughen Construct, *Stat Buffs
3rd: Adamantine Weapon, Blast Rod, Construct Energy Ward, Greater Armor Enhancement, Greater Magic Weapon, Metamagic Item, Repair Serious Damage, Stone Construct
4th: Censure Elementals, Greater Construct Energy Ward, Item Alteration, Iron Construct, Lesser Globe of Invulernerability, Mass Shield of Faith, Repair Critical Damage, Weapon Augmentation
5th: Disrupting Weapon, Energy Touch (Storm Touch), Greater Blast Rod, Slaying Arrow
6th: Blade Barrier, Disable Construct, Globe of Invulnerability, Greater Weapon Augmentation, Total Repair
Artisan Bonus: +2 UMD
Craft Homunculus: Combat Familiar (probably the clockwork spider and renamed Craft Construct)
New Feats:
Attune Magic Weapon (+1 stacking enhance bonus)
Bind Elemental (+2 stacking enhance bonus, stacks with attune magic weapon)
Practiced Artificer
Forge Ring
Craft Staff
New Items:
Acidic Fire
Alchemist's lightning
Alchemist's frost
**
Well, at the time I was debating either a new custom crafting system or more likely putting 5 subradials under each feat that would choose which rod/staff you craft (at the cost of gold and/or xp).
Example would be:
a) Defensive (Ghostly Visage at 1 charge/use, Stoneskin at 2 charges/use, Summon Creature VI at 3 charges/use)
b) Offensive (Electric Loop at 1 charge/use, Ice Storm at 2 charges/use, Chain Lightning at 3 charges/use)
c) Utility (Mage Armor at 1 charge/use, Greater Resistance at 2 charges/use, Greater Heroism at 3 charges/use)
d) Metamagic (one random metamagic feat)
e) Magic (Shield at 1 charge/use, Spell Mantle at 2 charges/use, Greater Spell Breach at 3 charges/use)
Staff would be the same except it would add the following
a) Summon Creature VIII at 4 charges/use
b) Polar Ray at 4 charges/use
c) Blackstaff at 4 charges/use
d) Second metamagic feat
e) Protection from Spells at 4 charges/use
CL of 10-15 for rods, 20-25 for staves.
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.
Arcane Disciple
Arcane Disciple
x
[color=red]You may not take any other classes.[/color]
Class Features
HD: d8
BAB: High (1-10) / Medium (11-30)
High Saves: Fort, Ref
Weapon proficiency: Simple.
Armor proficiency: None.
Class Skills: Appraise, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Survival, Spellcraft, Spot, Taunt, Tumble, and Use Magic Device
Skill Points: 4 + Int modifier
Class Abilities
Level 1: Purity of Focus, Arcane Defense
Level 2: Deflect Arrows
Level 3: Evasion
Level 4: Arcane Source, Arcane Pool 3/day, Dispelling Strike
Level 5: Arcane Combat
Level 6: Arcane Ward
Level 7:
Level 8: Arcane Blow, Arcane Pool 4/day
Level 9:
Level 10: Swift Strikes (Haste)
Level 11:
Level 12: Arcane Blast, Arcane Pool 5/day
Level 13: Improved Evasion
Level 14:
Level 15:
Level 16: Arcane Shot, Arcane Pool 6/day
Level 17:
Level 18:
Level 19:
Level 20: Swift Strikes (+2 Attacks), Arcane Pool 7/day
Level 21:
Level 22: Epic Deflection
Level 23: Bonus Epic Feat
Level 24: Arcane Pool 8/day
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28: Arcane Pool 9/day
Level 29: Bonus Epic Feat
Level 30: Swift Strikes (+3 Attacks)
Purity of Focus: The arcane disciple focuses on the bond between magical energies and her application of those energies nearly to the exclusion of all other studies. Any arcane disciple who takes levels in another class suffers a penalty (-4 to effective class level) when using her arcane disciple abilities. The arcane disciple must use a quarterstaff (with both hands) as a weapon and may not use any armor for her class abilities to function.
Arcane Defense: The arcane disciple channels magical energy into a defensive shell that acts as a second skin. This provides a deflection AC bonus equal to half her class level and an armor enhance bonus equal to her Constitution bonus (which stacks with any armor enhancement bonus on your chest or bracers). The armor enhance bonus is capped by the number of levels in the class. The Constitution modifer only uses your natural score and any items you have that boost Con (no spells). Arcane Defense is affected by the Purity of Focus restriction.
Arcane Source: At 4th level, the arcane disciple must choose to focus on either weave magic or shadow magic as the source of her developing powers. This choice affects many of her class abilities.
Arcane Pool: The arcane disciple has a reserve of magical energy which can be expended through her quarterstaff to deliver special blows to her enemies. Initially she can channel this ability three times per day and this amount increases for every 4 levels she gains.
Dispelling Strike: The arcane disciple channels her arcane pool to deliver a blow that unbinds the very essence of magic from the enemy she strikes. If she succeeds on a melee touch attack, the enemy is subjected to a dispel attempt. Undead and Outsiders struck by this blow must succeed on a fortitude save (DC 10 + Class Level + Con modifier, beings with more hit dice than class levels are not affected) or be destroyed (outsiders are sent back to the plane of their origin). Arcane disciples with Weave Magic inflict a penalty to concentration checks equal to class level but are capped at level - 5 on their dispel attempt. Arcane disciples with Shadow Magic are uncapped on their dispel attempt. Dispelling Strike is affected by the Purity of Focus restriction.
Arcane Combat: The arcane disciple gains a magic damage bonus on her melee attacks equal to her Constitution modifier (base modifier and items are accounted for, not spells). She gains an attack bonus equal to her Dexterity modifier when using a quarterstaff. Arcane Disciples with Weave Magic inflict an additional +2 damage while those with Shadow Magic gain a +1 Dodge AC bonus.
Arcane Ward: The arcane disciple gains spell resistance equal to 10 plus her class level as well as 15% concealment. Arcane Disciples with Weave Magic gain an additional 4 points of spell resistance while those with Shadow Magic gain an additional 5% concealment. Arcane Ward is affected by the Purity of Focus restriction.
Arcane Blow: The arcane disciple channels her arcane pool to deliver a blow that unleashes the very essence of magic against the enemy she strikes. If she succeeds on a melee touch attack she attempts to knock down her opponent (with a +4 bonus) and the enemy takes 1d10 magic damage for every point of Constitution modifier (base modifier plus items, no spells). Arcane Disciples with Weave Magic gain a further +2 on the knockdown attempt while those with Shadow Magic gain an additional 2d10 damage.
Swift Strikes: At 10th level the arcane disciple becomes imbued with haste while using the quarterstaff. At 20th level the arcane disciple gains a second bonus attack with a quarterstaff. At 30th level the arcane disciple gains a third bonus attack with a quarterstaff. Swift Strikes is affected by the Purity of Focus restriction.
Arcane Blast: The arcane disciple channels her arcane pool to strike the ground with such force that a wave of magic energy pulses outwards. Any enemies within a 40' radius takes 1d10 magic damage for every point of Strength modifier (base modifier plus items, no spells) and must make a Fortitude save (DC 10 + Class Level + Con modifier) or be slowed for 1 minute. Arcane Disciples with Weave Magic gain a further +4 DC for the slow effect while those with Shadow Magic gain an additional 2d10 damage. Arcane Blast is affected by the Purity of Focus restriction.
Arcane Shot: The arcane disciple channels her arcane pool to strike an enemy at range with a blazing bolt of magic energy. If she succeeds on a ranged touch attack, the target takes 1d10 magic damage for every point of Dexterity modifier (base modifier plus items, no spells) and must make a Reflex save (DC 10 + Class Level + Con modifier) or be blinded for 1 minute. Arcane Disciples with Weave Magic gain a further +4 DC for the blind effect while those with Shadow Magic gain an additional 2d10 damage. Arcane Shot is affected by the Purity of Focus restriction.
New Feats:
Extra Arcane Pool (+3 Uses)
Notes: The DCs may need to be 1/2 class level. The damage may need to be increased for the strikes. New feats could be used to increase DC or increase damage. Needs a capstone (level 20) ability? 18th seems to be a dead spot, maybe added an ability that burns an arcane pool use for a moderate self-heal? AC may be a touch too high.
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.
x
[color=red]You may not take any other classes.[/color]
Class Features
HD: d8
BAB: High (1-10) / Medium (11-30)
High Saves: Fort, Ref
Weapon proficiency: Simple.
Armor proficiency: None.
Class Skills: Appraise, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Survival, Spellcraft, Spot, Taunt, Tumble, and Use Magic Device
Skill Points: 4 + Int modifier
Class Abilities
Level 1: Purity of Focus, Arcane Defense
Level 2: Deflect Arrows
Level 3: Evasion
Level 4: Arcane Source, Arcane Pool 3/day, Dispelling Strike
Level 5: Arcane Combat
Level 6: Arcane Ward
Level 7:
Level 8: Arcane Blow, Arcane Pool 4/day
Level 9:
Level 10: Swift Strikes (Haste)
Level 11:
Level 12: Arcane Blast, Arcane Pool 5/day
Level 13: Improved Evasion
Level 14:
Level 15:
Level 16: Arcane Shot, Arcane Pool 6/day
Level 17:
Level 18:
Level 19:
Level 20: Swift Strikes (+2 Attacks), Arcane Pool 7/day
Level 21:
Level 22: Epic Deflection
Level 23: Bonus Epic Feat
Level 24: Arcane Pool 8/day
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28: Arcane Pool 9/day
Level 29: Bonus Epic Feat
Level 30: Swift Strikes (+3 Attacks)
Purity of Focus: The arcane disciple focuses on the bond between magical energies and her application of those energies nearly to the exclusion of all other studies. Any arcane disciple who takes levels in another class suffers a penalty (-4 to effective class level) when using her arcane disciple abilities. The arcane disciple must use a quarterstaff (with both hands) as a weapon and may not use any armor for her class abilities to function.
Arcane Defense: The arcane disciple channels magical energy into a defensive shell that acts as a second skin. This provides a deflection AC bonus equal to half her class level and an armor enhance bonus equal to her Constitution bonus (which stacks with any armor enhancement bonus on your chest or bracers). The armor enhance bonus is capped by the number of levels in the class. The Constitution modifer only uses your natural score and any items you have that boost Con (no spells). Arcane Defense is affected by the Purity of Focus restriction.
Arcane Source: At 4th level, the arcane disciple must choose to focus on either weave magic or shadow magic as the source of her developing powers. This choice affects many of her class abilities.
Arcane Pool: The arcane disciple has a reserve of magical energy which can be expended through her quarterstaff to deliver special blows to her enemies. Initially she can channel this ability three times per day and this amount increases for every 4 levels she gains.
Dispelling Strike: The arcane disciple channels her arcane pool to deliver a blow that unbinds the very essence of magic from the enemy she strikes. If she succeeds on a melee touch attack, the enemy is subjected to a dispel attempt. Undead and Outsiders struck by this blow must succeed on a fortitude save (DC 10 + Class Level + Con modifier, beings with more hit dice than class levels are not affected) or be destroyed (outsiders are sent back to the plane of their origin). Arcane disciples with Weave Magic inflict a penalty to concentration checks equal to class level but are capped at level - 5 on their dispel attempt. Arcane disciples with Shadow Magic are uncapped on their dispel attempt. Dispelling Strike is affected by the Purity of Focus restriction.
Arcane Combat: The arcane disciple gains a magic damage bonus on her melee attacks equal to her Constitution modifier (base modifier and items are accounted for, not spells). She gains an attack bonus equal to her Dexterity modifier when using a quarterstaff. Arcane Disciples with Weave Magic inflict an additional +2 damage while those with Shadow Magic gain a +1 Dodge AC bonus.
Arcane Ward: The arcane disciple gains spell resistance equal to 10 plus her class level as well as 15% concealment. Arcane Disciples with Weave Magic gain an additional 4 points of spell resistance while those with Shadow Magic gain an additional 5% concealment. Arcane Ward is affected by the Purity of Focus restriction.
Arcane Blow: The arcane disciple channels her arcane pool to deliver a blow that unleashes the very essence of magic against the enemy she strikes. If she succeeds on a melee touch attack she attempts to knock down her opponent (with a +4 bonus) and the enemy takes 1d10 magic damage for every point of Constitution modifier (base modifier plus items, no spells). Arcane Disciples with Weave Magic gain a further +2 on the knockdown attempt while those with Shadow Magic gain an additional 2d10 damage.
Swift Strikes: At 10th level the arcane disciple becomes imbued with haste while using the quarterstaff. At 20th level the arcane disciple gains a second bonus attack with a quarterstaff. At 30th level the arcane disciple gains a third bonus attack with a quarterstaff. Swift Strikes is affected by the Purity of Focus restriction.
Arcane Blast: The arcane disciple channels her arcane pool to strike the ground with such force that a wave of magic energy pulses outwards. Any enemies within a 40' radius takes 1d10 magic damage for every point of Strength modifier (base modifier plus items, no spells) and must make a Fortitude save (DC 10 + Class Level + Con modifier) or be slowed for 1 minute. Arcane Disciples with Weave Magic gain a further +4 DC for the slow effect while those with Shadow Magic gain an additional 2d10 damage. Arcane Blast is affected by the Purity of Focus restriction.
Arcane Shot: The arcane disciple channels her arcane pool to strike an enemy at range with a blazing bolt of magic energy. If she succeeds on a ranged touch attack, the target takes 1d10 magic damage for every point of Dexterity modifier (base modifier plus items, no spells) and must make a Reflex save (DC 10 + Class Level + Con modifier) or be blinded for 1 minute. Arcane Disciples with Weave Magic gain a further +4 DC for the blind effect while those with Shadow Magic gain an additional 2d10 damage. Arcane Shot is affected by the Purity of Focus restriction.
New Feats:
Extra Arcane Pool (+3 Uses)
Notes: The DCs may need to be 1/2 class level. The damage may need to be increased for the strikes. New feats could be used to increase DC or increase damage. Needs a capstone (level 20) ability? 18th seems to be a dead spot, maybe added an ability that burns an arcane pool use for a moderate self-heal? AC may be a touch too high.
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.
Witch Hunter Base Class
This is a 30 level base class. [color=#ff0000]You may only level up in this class. Attribute focus is Con/Dex/Int. This class does NOT have access to UMD.[/color]
Class Features
HD: d8
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: Light armor.
Class Skills: Appraise, Bluff, Craft Alchemy, Craft Trap, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Perform, Sleight of Hand, Spellcraft, Spot, Survival, Taunt, and Tumble.
Skill Points: 6 + Int modifier
Class Abilities
Level 1: Combat Style, Talisman of Elemental Warding, Weapon Finesse, Combat Insight
Level 2: Talisman of Mystic Warding
Level 3: Trapfinding, Set Snare Trap
Level 4: Witch Hunter's Infusion
Level 5: Talisman of Turn Undead
Level 6: Combat Style
Level 7:
Level 8:
Level 9: Set Piercing Trap
Level 10: Talisman of Fiery Faith
Level 11: Combat Style
Level 12: Master Trapsmith
Level 13:
Level 14: Set Explosive Trap
Level 15: Talisman of Turn Outsider
Level 16: Combat Style
Level 17:
Level 18:
Level 19: Set Weakening Trap
Level 20:
Level 21: Combat Style
Level 22:
Level 23: Bonus Epic Feat
Level 24: Set Epic Traps
Level 25:
Level 26: Bonus Epic Feat, Combat Style
Level 27:
Level 28:
Level 29: Bonus Epic Feat, Set Perfect Trap
Level 30:
Combat Styles may only be used while wearing light armor. You get a choice from 10 possible feats.
Witch Hunter's Infusion: At level 4 you gain +1 Constitution, +1 Dexterity, and +1 Intelligence. This bonus improves by +1 for every five additional levels you gain (maximum +6 at level 29). At level 5 you gain 1 point of regen. At level 10 you gain Heroism and See Invisible. At level 15 you gain Greater Heroism. At level 20 your regen improves to 2 points. At level 25 your regen improves to 3 points. At level 30 your regen improves to 4 points.
Talisman of Elemental Warding: Resistance to Fire, Electricty, Acid, and Cold damage equal to 10 + class level.
Talisman of Mystic Warding: Resistance to Magic damage equal to 5 + class level. Spell Resistance equal to 11 + class level.
Traps: Share a 30s cooldown.
Set Snare Trap: Set a snare trap with a DC equal to 10 + 1/2 level + Int modifier. Reflex save or be slowed for 3 minutes.
Set Piercing Trap: Set a piercing trap with a DC equal to 10 + 1/2 level + Int modifier. Deals 1d6 piercing damage for every 5 class levels each round for three rounds.
Set Explosive Trap: Set an exploding trap with a DC equal to 10 + 1/2 level + Int modifier. Deals 1d6 fire damage for every 2 class levels and attempts to knock down the target for one round (second DC check).
Master Trapsmith: Targets with evasion or improved evasion will always suffer half damage from a trap if they succeed on their save. They suffer the full effect of the trap on a failure.
Set Weakening Trap: Set a weakening trap with a DC equal to 10 + 1/2 level + Int modifier. Applies a -4 penalty to Str and Dex for 3 minutes.
Set Epic Traps: Your traps (Snare, Piercing, Explosive, Weakening, Perfect) gain a +5 DC bonus.
Set Perfect Trap: You place a trap that snares, pierces, explodes, and weakens your target. Targets save against each effect normally.
Combat Styles have a 30s cooldown
Combat Style 1) Dispelling Strike (Con based DC, dispel caster level = 2/3 CL + Con Mod or a 30 dispel level with a 30 con, which is weak offense)
Combat Style 2) Snaring Shot (Move Debuff)
Combat Style 3) Vital Strike (-Con)
Combat Style 4) Bleeding Cuts (DoT)
Combat Style 5) Pinning Strike (Knockdown plus piercing damage)
Combat Style 6) Slice and Dice (high damage)
Combat Style 7) Thunderous Blow (Slow)
Combat Style 8)Hexing Shot (2x Con mod as spell failure + conc debuff)
Combat Style 9) Agile Riposte (+ 1/2 Int mod to AC for 1 round)
Combat Style 10) Skilled Flurry (+1 Attack for 3 rounds)
Traps are like the Rune reserve feats. Single trap down at a time, 30s cooldown, can't be disarmed, etc. Witch Hunter is like a mix of mage-slayer, combat trapsmith, and swordsage.[/spoiler]
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.
Class Features
HD: d8
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: Light armor.
Class Skills: Appraise, Bluff, Craft Alchemy, Craft Trap, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Perform, Sleight of Hand, Spellcraft, Spot, Survival, Taunt, and Tumble.
Skill Points: 6 + Int modifier
Class Abilities
Level 1: Combat Style, Talisman of Elemental Warding, Weapon Finesse, Combat Insight
Level 2: Talisman of Mystic Warding
Level 3: Trapfinding, Set Snare Trap
Level 4: Witch Hunter's Infusion
Level 5: Talisman of Turn Undead
Level 6: Combat Style
Level 7:
Level 8:
Level 9: Set Piercing Trap
Level 10: Talisman of Fiery Faith
Level 11: Combat Style
Level 12: Master Trapsmith
Level 13:
Level 14: Set Explosive Trap
Level 15: Talisman of Turn Outsider
Level 16: Combat Style
Level 17:
Level 18:
Level 19: Set Weakening Trap
Level 20:
Level 21: Combat Style
Level 22:
Level 23: Bonus Epic Feat
Level 24: Set Epic Traps
Level 25:
Level 26: Bonus Epic Feat, Combat Style
Level 27:
Level 28:
Level 29: Bonus Epic Feat, Set Perfect Trap
Level 30:
Combat Styles may only be used while wearing light armor. You get a choice from 10 possible feats.
Witch Hunter's Infusion: At level 4 you gain +1 Constitution, +1 Dexterity, and +1 Intelligence. This bonus improves by +1 for every five additional levels you gain (maximum +6 at level 29). At level 5 you gain 1 point of regen. At level 10 you gain Heroism and See Invisible. At level 15 you gain Greater Heroism. At level 20 your regen improves to 2 points. At level 25 your regen improves to 3 points. At level 30 your regen improves to 4 points.
Talisman of Elemental Warding: Resistance to Fire, Electricty, Acid, and Cold damage equal to 10 + class level.
Talisman of Mystic Warding: Resistance to Magic damage equal to 5 + class level. Spell Resistance equal to 11 + class level.
Traps: Share a 30s cooldown.
Set Snare Trap: Set a snare trap with a DC equal to 10 + 1/2 level + Int modifier. Reflex save or be slowed for 3 minutes.
Set Piercing Trap: Set a piercing trap with a DC equal to 10 + 1/2 level + Int modifier. Deals 1d6 piercing damage for every 5 class levels each round for three rounds.
Set Explosive Trap: Set an exploding trap with a DC equal to 10 + 1/2 level + Int modifier. Deals 1d6 fire damage for every 2 class levels and attempts to knock down the target for one round (second DC check).
Master Trapsmith: Targets with evasion or improved evasion will always suffer half damage from a trap if they succeed on their save. They suffer the full effect of the trap on a failure.
Set Weakening Trap: Set a weakening trap with a DC equal to 10 + 1/2 level + Int modifier. Applies a -4 penalty to Str and Dex for 3 minutes.
Set Epic Traps: Your traps (Snare, Piercing, Explosive, Weakening, Perfect) gain a +5 DC bonus.
Set Perfect Trap: You place a trap that snares, pierces, explodes, and weakens your target. Targets save against each effect normally.
Combat Styles have a 30s cooldown
Combat Style 1) Dispelling Strike (Con based DC, dispel caster level = 2/3 CL + Con Mod or a 30 dispel level with a 30 con, which is weak offense)
Combat Style 2) Snaring Shot (Move Debuff)
Combat Style 3) Vital Strike (-Con)
Combat Style 4) Bleeding Cuts (DoT)
Combat Style 5) Pinning Strike (Knockdown plus piercing damage)
Combat Style 6) Slice and Dice (high damage)
Combat Style 7) Thunderous Blow (Slow)
Combat Style 8)Hexing Shot (2x Con mod as spell failure + conc debuff)
Combat Style 9) Agile Riposte (+ 1/2 Int mod to AC for 1 round)
Combat Style 10) Skilled Flurry (+1 Attack for 3 rounds)
Traps are like the Rune reserve feats. Single trap down at a time, 30s cooldown, can't be disarmed, etc. Witch Hunter is like a mix of mage-slayer, combat trapsmith, and swordsage.[/spoiler]
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.
Summoner
Notes for http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/summoner.html
Class Features
HD: d8
BAB: Medium
High Saves: Will
Weapon proficiency: Simple.
Armor proficiency: Light armor.
Class Skills: Appraise, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Spot, Taunt, Tumble, and UMD.
Skill Points: 2 + Int modifier
Class Abilities
Level 1: Summon Eidolon, Summon Monster, Reserve Feat Mastery
Level 2: Augment Summons
Level 3:
Level 4: Shield Master
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Level 11:
Level 12:
Level 13:
Level 14:
Level 15:
Level 16:
Level 17:
Level 18:
Level 19:
Level 20:
Level 21:
Level 22:
Level 23: Epic Bonus Feat
Level 24:
Level 25:
Level 26: Epic Bonus Feat
Level 27:
Level 28:
Level 29: Epic Bonus Feat
Level 30:
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level. To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. His spells affect his Eidolon or summons when he casts the spell on himself.
Summon Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. The eidolon can be summoned once every three minutes.
Eidolon Shapes: Angel, Demon, Devil, Dragon, Fey (Dryad), Undead (Female Vampire), Elemental (4), Spider
Summon Monster: Starting at 1st level, a summoner can cast summon monster as a spell-like ability a number of times per day equal to half his class level. The spell level is equal to half his class level, rounded up. For example: Summon Monster VI at 11th level.
Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned (or dead). He can cast this spell as a standard action and the creatures remain for 1 minute per level. At 19th level, this ability becomes the equivalent of the gate spell.
Reserve Feat Mastery: Your activation level for reserve feats is equal to half his class level, rounded up.
Augment Summoning: Each creature you conjure with any summon spell (as well as your Eidolon) gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Shield Master: At 4th level, whenever a summoner is within his eidolon's reach, the summoner receives a +2 circumstance bonus on his saving throws. At 12th level, this bonus increases to +4.
S1 - 1 at 1st, 2 at 2nd, 3 at 3rd, 4 at 5th, and 5 at 9th
S2 - 1 at 4th, 2 at 5th, 3 at 6th, 4 at 8th, and 5 at 12th
S3 - 1 at 7th, 2 at 8th, 3 at 9th, 4 at 11th, and 5 at 15th
S4 - 1 at 10th, 2 at 11th, 3 at 12th, 4 at 14th, and 5 at 18th
S5 - 1 at 13th, 2 at 14th, 3 at 15th, 4 at 17th, and 5 at 19th
S6 - 1 at 16th, 2 at 17th, 3 at 18th, 4 at 19th, and 5 at 20th
S1 - Expeditious Retreat, Mage Armor, Shield, Lesser Rejuv Eid, Protection from Alignment
S2 - Barkskin, Blur, See Invis, Cat's Grace, Haste
S3 - Stoneskin, Fire Shield, Rejuv Eid, Greater Invis, Greater Magic Fang
S4 - Extended Displacement, Mass Bulls Str, Mass Bears End, Mass Cats Grace, Hold Monster
S5 - Greater Dispel Magic, Greater Heroism, Greater Rejuv Eid, True Seeing, Spell Turning
S6 - Dominate Monster, Protection from Spells, Ethereal Jaunt, Heal Eidolon, Greater Stoneskin
Spells affect both caster and eidolon.
Eidolon Stats (all levels): Int 7, Wis 10, Cha 11
Fort/Will are High saves.
4 skill points per HD allocated to Spot, Listen, Spellcraft, and Tumble
BAB is equal to HD
Level Dependent Stats (NatAC past +20 is turned into armor enhance, armor enhance past +20 is turned into dodge enchance)
L1: 1 HD, Str 16, Dex 12, Con 13, +4 Nat AC, d6 claw
L2: 2 HD, Str 17, Dex 13, Con 13, +6 Nat AC, d6 claw, Evasion
L3: 3 HD, Str 17, Dex 13, Con 14, +6 Nat AC, d6 claw, Evasion
L4: 3 HD, Str 17, Dex 13, Con 14, +6 Nat AC, d6 claw, Evasion, Fire Resist 15
L5: 4 HD, Str 18, Dex 14, Con 15, +8 Nat AC, d6 claw, Evasion, Fire Resist 15, +1d6 Acid
L6: 5 HD, Str 18, Dex 14, Con 15, +8 Nat AC, d6 claw, Evasion, Fire Resist 15, +1d6 Acid
L7: 6 HD, Str 19, Dex 15, Con 15, +10 Nat AC, d6 claw, Evasion, Fire Immune, +1d6 Acid
L8: 6 HD, Str 27, Dex 13, Con 19, +12 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid
L9: 7 HD, Str 27, Dex 13, Con 19, +12 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack
L10: 8 HD, Str 28, Dex 14, Con 20, +16 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack
L11: 9 HD, Str 28, Dex 14, Con 20, +16 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack, Fast Heal 1
L12: 9 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 1
L13: 10 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 1
L14: 11 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 2
L15: 12 HD, Str 30, Dex 16, Con 21, +22 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 2
L16: 12 HD, Str 30, Dex 16, Con 21, +22 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L17: 13 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L18: 14 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L19: 15 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L20: 15 HD, Str 32, Dex 18, Con 21, +28 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L21: 16 HD, Str 32, Dex 18, Con 22, +28 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L22: 17 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L23: 18 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L24: 18 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L25: 19 HD, Str 42, Dex 18, Con 26, +35 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L26: 20 HD, Str 42, Dex 18, Con 27, +35 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3, Spell Resistance (37)
L27: 20 HD, Str 43, Dex 19, Con 27, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3, Spell Resistance (38)
L28: 21 HD, Str 43, Dex 19, Con 28, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 4, Spell Resistance (39)
L29: 22 HD, Str 43, Dex 19, Con 28, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 5, Spell Resistance (40)
L30: 23 HD, Str 44, Dex 20, Con 28, +41 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 5, Spell Resistance (41)
Feats (to be determined): 1 (3rd), 2 (6th), 3 (9th), 4 (11th), 5 (14th), 6 (17th), 7 (19th), 8 (22nd), 9 (25th), 10 (27th), 11 (30th). Starts with Toughness.
New Feats:
Resilient Eidolon (Eidolon is immune to knockdown)
Vigilant Eidolon (You and your Eidolon gain +4 Listen/Spot. If you have 10 or more ranks in Spot and Listen, this bonus increases to +8)
Summoner's Call (Eidolon gains a +4 Dex bonus)
Extra Casting (Level 1-6 Spells) I and II (+1 cast of a given spell level)
The class may need a bonus feat every 5 levels and it may need the new feats punched up for NWN2 (since they are on the weak end of abilities for Pathfinder).
[/spoiler]
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.
Class Features
HD: d8
BAB: Medium
High Saves: Will
Weapon proficiency: Simple.
Armor proficiency: Light armor.
Class Skills: Appraise, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Spot, Taunt, Tumble, and UMD.
Skill Points: 2 + Int modifier
Class Abilities
Level 1: Summon Eidolon, Summon Monster, Reserve Feat Mastery
Level 2: Augment Summons
Level 3:
Level 4: Shield Master
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Level 11:
Level 12:
Level 13:
Level 14:
Level 15:
Level 16:
Level 17:
Level 18:
Level 19:
Level 20:
Level 21:
Level 22:
Level 23: Epic Bonus Feat
Level 24:
Level 25:
Level 26: Epic Bonus Feat
Level 27:
Level 28:
Level 29: Epic Bonus Feat
Level 30:
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level. To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. His spells affect his Eidolon or summons when he casts the spell on himself.
Summon Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. The eidolon can be summoned once every three minutes.
Eidolon Shapes: Angel, Demon, Devil, Dragon, Fey (Dryad), Undead (Female Vampire), Elemental (4), Spider
Summon Monster: Starting at 1st level, a summoner can cast summon monster as a spell-like ability a number of times per day equal to half his class level. The spell level is equal to half his class level, rounded up. For example: Summon Monster VI at 11th level.
Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned (or dead). He can cast this spell as a standard action and the creatures remain for 1 minute per level. At 19th level, this ability becomes the equivalent of the gate spell.
Reserve Feat Mastery: Your activation level for reserve feats is equal to half his class level, rounded up.
Augment Summoning: Each creature you conjure with any summon spell (as well as your Eidolon) gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Shield Master: At 4th level, whenever a summoner is within his eidolon's reach, the summoner receives a +2 circumstance bonus on his saving throws. At 12th level, this bonus increases to +4.
S1 - 1 at 1st, 2 at 2nd, 3 at 3rd, 4 at 5th, and 5 at 9th
S2 - 1 at 4th, 2 at 5th, 3 at 6th, 4 at 8th, and 5 at 12th
S3 - 1 at 7th, 2 at 8th, 3 at 9th, 4 at 11th, and 5 at 15th
S4 - 1 at 10th, 2 at 11th, 3 at 12th, 4 at 14th, and 5 at 18th
S5 - 1 at 13th, 2 at 14th, 3 at 15th, 4 at 17th, and 5 at 19th
S6 - 1 at 16th, 2 at 17th, 3 at 18th, 4 at 19th, and 5 at 20th
S1 - Expeditious Retreat, Mage Armor, Shield, Lesser Rejuv Eid, Protection from Alignment
S2 - Barkskin, Blur, See Invis, Cat's Grace, Haste
S3 - Stoneskin, Fire Shield, Rejuv Eid, Greater Invis, Greater Magic Fang
S4 - Extended Displacement, Mass Bulls Str, Mass Bears End, Mass Cats Grace, Hold Monster
S5 - Greater Dispel Magic, Greater Heroism, Greater Rejuv Eid, True Seeing, Spell Turning
S6 - Dominate Monster, Protection from Spells, Ethereal Jaunt, Heal Eidolon, Greater Stoneskin
Spells affect both caster and eidolon.
Eidolon Stats (all levels): Int 7, Wis 10, Cha 11
Fort/Will are High saves.
4 skill points per HD allocated to Spot, Listen, Spellcraft, and Tumble
BAB is equal to HD
Level Dependent Stats (NatAC past +20 is turned into armor enhance, armor enhance past +20 is turned into dodge enchance)
L1: 1 HD, Str 16, Dex 12, Con 13, +4 Nat AC, d6 claw
L2: 2 HD, Str 17, Dex 13, Con 13, +6 Nat AC, d6 claw, Evasion
L3: 3 HD, Str 17, Dex 13, Con 14, +6 Nat AC, d6 claw, Evasion
L4: 3 HD, Str 17, Dex 13, Con 14, +6 Nat AC, d6 claw, Evasion, Fire Resist 15
L5: 4 HD, Str 18, Dex 14, Con 15, +8 Nat AC, d6 claw, Evasion, Fire Resist 15, +1d6 Acid
L6: 5 HD, Str 18, Dex 14, Con 15, +8 Nat AC, d6 claw, Evasion, Fire Resist 15, +1d6 Acid
L7: 6 HD, Str 19, Dex 15, Con 15, +10 Nat AC, d6 claw, Evasion, Fire Immune, +1d6 Acid
L8: 6 HD, Str 27, Dex 13, Con 19, +12 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid
L9: 7 HD, Str 27, Dex 13, Con 19, +12 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack
L10: 8 HD, Str 28, Dex 14, Con 20, +16 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack
L11: 9 HD, Str 28, Dex 14, Con 20, +16 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack, Fast Heal 1
L12: 9 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 1
L13: 10 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 1
L14: 11 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 2
L15: 12 HD, Str 30, Dex 16, Con 21, +22 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 2
L16: 12 HD, Str 30, Dex 16, Con 21, +22 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L17: 13 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L18: 14 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L19: 15 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L20: 15 HD, Str 32, Dex 18, Con 21, +28 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L21: 16 HD, Str 32, Dex 18, Con 22, +28 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L22: 17 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L23: 18 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L24: 18 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L25: 19 HD, Str 42, Dex 18, Con 26, +35 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L26: 20 HD, Str 42, Dex 18, Con 27, +35 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3, Spell Resistance (37)
L27: 20 HD, Str 43, Dex 19, Con 27, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3, Spell Resistance (38)
L28: 21 HD, Str 43, Dex 19, Con 28, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 4, Spell Resistance (39)
L29: 22 HD, Str 43, Dex 19, Con 28, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 5, Spell Resistance (40)
L30: 23 HD, Str 44, Dex 20, Con 28, +41 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 5, Spell Resistance (41)
Feats (to be determined): 1 (3rd), 2 (6th), 3 (9th), 4 (11th), 5 (14th), 6 (17th), 7 (19th), 8 (22nd), 9 (25th), 10 (27th), 11 (30th). Starts with Toughness.
New Feats:
Resilient Eidolon (Eidolon is immune to knockdown)
Vigilant Eidolon (You and your Eidolon gain +4 Listen/Spot. If you have 10 or more ranks in Spot and Listen, this bonus increases to +8)
Summoner's Call (Eidolon gains a +4 Dex bonus)
Extra Casting (Level 1-6 Spells) I and II (+1 cast of a given spell level)
The class may need a bonus feat every 5 levels and it may need the new feats punched up for NWN2 (since they are on the weak end of abilities for Pathfinder).
[/spoiler]
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.
Knight Base Class
A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and fighting spirit allow her to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The knight's talent with heavy armor, shields, and defensive tactics grant her the ability to disrupt her foe's plans.
Only the most talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, her allies can use their talents and abilities without fear of attack or harassment.
Alignment: Any Lawful.
Class Features
HD: d12
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (excluding tower shields).
Class Skills: Appraise, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Spot, Taunt, and Tumble
Skill Points: 2 + Int modifier
Class Abilities
Level 1: Knight's Challenge, Battle Fervor +1, Demoralize Opponent
Level 2: Bonus Feat, Shield Block +1
Level 3: Exotic Weapon Proficiency
Level 4: Heavy Armor Optimization
Level 5: Deflect Arrows, Bonus Feat
Level 6: Rescue
Level 7: Battle Fervor +2
Level 8: Call to Battle
Level 9: Greater Heavy Armor Optimization
Level 10: Bonus Feat
Level 11: Shield Block +2
Level 12: Daunting Challenge
Level 13: Battle Fervor +3
Level 14: Improved Rescue
Level 15: Bonus Feat
Level 16: Indomitable Soul
Level 17: Epic Resilience
Level 18:
Level 19: Battle Fervor +4
Level 20: Bonus Feat, Shield Block +3
Level 21:
Level 22:
Level 23: Epic Bonus Feat
Level 24:
Level 25: Battle Fervor +5, Epic Deflection, Bonus Feat
Level 26: Epic Bonus Feat
Level 27:
Level 28:
Level 29: Shield Block +4, Epic Bonus Feat
Level 30: Battle Fervor +6, Epic Bonus Feat
Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. in battle, you use the force of your personality to challenge your enemies. You can call out foes or issue a general challenge that strikes fear into weak opponents. By playing on your enemies' ego, you can manipulate your foes.
You can use this ability a number of times per day equal to your class level. As you gain levels, you gain a number of options that consume uses of this ability.
***
Battle Fervor: As an instant action, you can issue a challenge to your enemies, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Constitution bonus (if any). This expends one use of your Knight's Challenge ability. This bonus does not stack with a bard's Inspire Courage.
At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6.
***
Call to Battle: Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on in its name. You become immune to fear.
As an instant action, you can expend one use of your Knight's Challenge ability to grant an ally a bonus against fear effects equal to your Constitution modifier as well as a number of temporary hit points equal to your knight level. 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 knight level. This ability does not stack with Adrenaline Boost.
***
Starting at 12th level, a knight can issue a daunting challenge as an instant action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make a Will save (DC 10 + knight level + the knight's Constitution modifier). Creatures that fail this save are shaken. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws.
***
Shield Block: Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. You gain DR/- equal to your base shield AC plus your Shield Block value (+1 at level 2), your Shield enhance value, and the bonus from any Shield Specialization feats.
This shield bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level.
For example: A level 20 Knight (+3 Shield Block) using a heavy shield +4 who has the Greater Shield Specialization feat has DR 11/- against physical attacks.
***
Rescue: Blocks 50% of damage dealt to allies, the knight takes the other half.
***
Improved Rescue: Blocks 100% of damage dealt to allies, knight takes 80% of that damage.
***
Possible New Feats:
[list]
[*]Martial Study: Crusader's Strike (You gain +1 Vampiric damage)
[*]Martial Stance: Martial Spirit (You gain +2 Vampiric damage)
[*]Intimidating Presence (You gain a bonus to Intimidate checks equal to your Con bonus)
[*]Shield Ward (- all Shield AC, +Deflection AC, stacks with other item based deflection AC, also provides Knockdown immunity)
[*]Hero's Call (Call to Battle temp HP always doubled, tripled if the target is below 50%; Battle Fervor provides 2 pts of Regen)
[*]Inspiring Presence (your Battle Fervor and Call to Battle now affects allies within 30')
[*]Battlefield Charge (your Call to Battle now grants Haste for the duration)
[*]Improved Fervor (your Battle Fervor bonus increases by +1, requires 16 Con)
[*]Epic Improved Fervor (your Battle Fervor bonus increases by +2, this replaces Improved Fervor, requires 20 Con, 22 Knight)
[*]Extra Knight's Challenge I-III (+3 uses each)
[*]Lasting Challenge I-III (+5 rounds to the duration per feat), Affects all feats that expend a challenge
[*]Shield Bash (Damaging knockdown attempt, deals d6 + Enhance bonus + Str mod blunt melee touch attack, one attempt per BAB granted attack until one succeeds, 6s knockdown)
[*]Shield Specialization (+1 Shield AC, stacks, requires Knight 2)
[*]Greater Shield Specialization (+2 Shield AC, stacks, replaces Shield Spec, requires Knight 11)
[*]Epic Shield Specialization (+3 Shield AC, stacks, replaces Greater Shield Spec, requires Knight 20)
[*]Heroic Deflection (Parrying Shield grants 5% concealment vs Ranged per point of shield AC, 50% max)
[*]Shieldmate (allies within 30' gain +1 shield AC, +2 if using a tower shield, expends a challenge use, lasts 10+Cha rounds)
[*]Improved Shieldmate (+1 Shieldmate bonus, grants Evasion)
[*]Epic Shieldmate (+2 Shieldmate bonus, replaces Improved, also grants Reflex save bonus equal to AC bonus)
[*]Rejuvenating Call (expends a challenge use to heal allies within 30' - value equal to knight level plus Con mod, double that if they are below 50% and you have the Hero's Call feat )
[*]Tower Shield Mastery (you gain a +2 AB bonus when using a tower shield and your Heroic Deflection ability adds 10%, capping at 60% instead of 50%, requires 16 Con)
[/list]
Stage II (post release)
[list]
[*]Agile Shield Fighter (Requires Shield Bash, Shield Spec. Provides +1d6 blunt damage on attacks, requires 14 Dex)
[*]Epic Shield Block I (Adds 3 points to your damage reduction granted by Shield Block)
[*]Epic Shield Block II (Adds 6 points to your damage reduction granted by Shield Block, replaces Epic Shield Block I)
[*]Spell Ward (gain SR 5 + character level + total shield AC, expends a challenge use, lasts 10+Con rounds)
[*]Dreadful Wrath
[/list]
[/spoiler]
My original Knight write-up had Mocking Blow which I may still do, but it depends on how the AI reacts to it. I'm not sure it's a good idea letting players have access to an ability that will force NPCs to attack them (even limiting it to hostiles only).
[spoiler="Mocking Blow"]
- <b>Mocking Challenge:</b> Starting at 4th level, you can shout a challenge to all enemies, calling out for them to face you in combat. As a swift action, you can expend one use of your Knight's Challenge ability to cause all your enemies (except for players) within 100' to make Will saves (DC 10 + 1/2 your Knight level + your Con modifier). Creatures that fail this save are forced to attack you.
[/spoiler]
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.
Only the most talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, her allies can use their talents and abilities without fear of attack or harassment.
Alignment: Any Lawful.
Class Features
HD: d12
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (excluding tower shields).
Class Skills: Appraise, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Spot, Taunt, and Tumble
Skill Points: 2 + Int modifier
Class Abilities
Level 1: Knight's Challenge, Battle Fervor +1, Demoralize Opponent
Level 2: Bonus Feat, Shield Block +1
Level 3: Exotic Weapon Proficiency
Level 4: Heavy Armor Optimization
Level 5: Deflect Arrows, Bonus Feat
Level 6: Rescue
Level 7: Battle Fervor +2
Level 8: Call to Battle
Level 9: Greater Heavy Armor Optimization
Level 10: Bonus Feat
Level 11: Shield Block +2
Level 12: Daunting Challenge
Level 13: Battle Fervor +3
Level 14: Improved Rescue
Level 15: Bonus Feat
Level 16: Indomitable Soul
Level 17: Epic Resilience
Level 18:
Level 19: Battle Fervor +4
Level 20: Bonus Feat, Shield Block +3
Level 21:
Level 22:
Level 23: Epic Bonus Feat
Level 24:
Level 25: Battle Fervor +5, Epic Deflection, Bonus Feat
Level 26: Epic Bonus Feat
Level 27:
Level 28:
Level 29: Shield Block +4, Epic Bonus Feat
Level 30: Battle Fervor +6, Epic Bonus Feat
Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. in battle, you use the force of your personality to challenge your enemies. You can call out foes or issue a general challenge that strikes fear into weak opponents. By playing on your enemies' ego, you can manipulate your foes.
You can use this ability a number of times per day equal to your class level. As you gain levels, you gain a number of options that consume uses of this ability.
***
Battle Fervor: As an instant action, you can issue a challenge to your enemies, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Constitution bonus (if any). This expends one use of your Knight's Challenge ability. This bonus does not stack with a bard's Inspire Courage.
At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6.
***
Call to Battle: Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on in its name. You become immune to fear.
As an instant action, you can expend one use of your Knight's Challenge ability to grant an ally a bonus against fear effects equal to your Constitution modifier as well as a number of temporary hit points equal to your knight level. 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 knight level. This ability does not stack with Adrenaline Boost.
***
Starting at 12th level, a knight can issue a daunting challenge as an instant action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make a Will save (DC 10 + knight level + the knight's Constitution modifier). Creatures that fail this save are shaken. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws.
***
Shield Block: Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. You gain DR/- equal to your base shield AC plus your Shield Block value (+1 at level 2), your Shield enhance value, and the bonus from any Shield Specialization feats.
This shield bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level.
For example: A level 20 Knight (+3 Shield Block) using a heavy shield +4 who has the Greater Shield Specialization feat has DR 11/- against physical attacks.
***
Rescue: Blocks 50% of damage dealt to allies, the knight takes the other half.
***
Improved Rescue: Blocks 100% of damage dealt to allies, knight takes 80% of that damage.
***
Possible New Feats:
[list]
[*]Martial Study: Crusader's Strike (You gain +1 Vampiric damage)
[*]Martial Stance: Martial Spirit (You gain +2 Vampiric damage)
[*]Intimidating Presence (You gain a bonus to Intimidate checks equal to your Con bonus)
[*]Shield Ward (- all Shield AC, +Deflection AC, stacks with other item based deflection AC, also provides Knockdown immunity)
[*]Hero's Call (Call to Battle temp HP always doubled, tripled if the target is below 50%; Battle Fervor provides 2 pts of Regen)
[*]Inspiring Presence (your Battle Fervor and Call to Battle now affects allies within 30')
[*]Battlefield Charge (your Call to Battle now grants Haste for the duration)
[*]Improved Fervor (your Battle Fervor bonus increases by +1, requires 16 Con)
[*]Epic Improved Fervor (your Battle Fervor bonus increases by +2, this replaces Improved Fervor, requires 20 Con, 22 Knight)
[*]Extra Knight's Challenge I-III (+3 uses each)
[*]Lasting Challenge I-III (+5 rounds to the duration per feat), Affects all feats that expend a challenge
[*]Shield Bash (Damaging knockdown attempt, deals d6 + Enhance bonus + Str mod blunt melee touch attack, one attempt per BAB granted attack until one succeeds, 6s knockdown)
[*]Shield Specialization (+1 Shield AC, stacks, requires Knight 2)
[*]Greater Shield Specialization (+2 Shield AC, stacks, replaces Shield Spec, requires Knight 11)
[*]Epic Shield Specialization (+3 Shield AC, stacks, replaces Greater Shield Spec, requires Knight 20)
[*]Heroic Deflection (Parrying Shield grants 5% concealment vs Ranged per point of shield AC, 50% max)
[*]Shieldmate (allies within 30' gain +1 shield AC, +2 if using a tower shield, expends a challenge use, lasts 10+Cha rounds)
[*]Improved Shieldmate (+1 Shieldmate bonus, grants Evasion)
[*]Epic Shieldmate (+2 Shieldmate bonus, replaces Improved, also grants Reflex save bonus equal to AC bonus)
[*]Rejuvenating Call (expends a challenge use to heal allies within 30' - value equal to knight level plus Con mod, double that if they are below 50% and you have the Hero's Call feat )
[*]Tower Shield Mastery (you gain a +2 AB bonus when using a tower shield and your Heroic Deflection ability adds 10%, capping at 60% instead of 50%, requires 16 Con)
[/list]
Stage II (post release)
[list]
[*]Agile Shield Fighter (Requires Shield Bash, Shield Spec. Provides +1d6 blunt damage on attacks, requires 14 Dex)
[*]Epic Shield Block I (Adds 3 points to your damage reduction granted by Shield Block)
[*]Epic Shield Block II (Adds 6 points to your damage reduction granted by Shield Block, replaces Epic Shield Block I)
[*]Spell Ward (gain SR 5 + character level + total shield AC, expends a challenge use, lasts 10+Con rounds)
[*]Dreadful Wrath
[/list]
[/spoiler]
My original Knight write-up had Mocking Blow which I may still do, but it depends on how the AI reacts to it. I'm not sure it's a good idea letting players have access to an ability that will force NPCs to attack them (even limiting it to hostiles only).
[spoiler="Mocking Blow"]
- <b>Mocking Challenge:</b> Starting at 4th level, you can shout a challenge to all enemies, calling out for them to face you in combat. As a swift action, you can expend one use of your Knight's Challenge ability to cause all your enemies (except for players) within 100' to make Will saves (DC 10 + 1/2 your Knight level + your Con modifier). Creatures that fail this save are forced to attack you.
[/spoiler]
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.
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