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.
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/
Friday, August 29, 2014
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.
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