Saturday, December 27, 2014

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.

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.

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.

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[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.