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PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 16:08 PM 

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Location: England, UK

Classes and Feats - Contents


Prestige Classes
Base Classes and Other


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 16:13 PM 

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Arcane Archer

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Modified FeatsThese feats are modified from the default.

    Death Arrow
    The DC has been changed to 10 + Arcane Archer level + primary arcane casting ability modifier.

    Hail of Arrows
    Always hits. Deals d3 piercing damage and d3 magical damage per Arcane Archer level, with one arrow fired per Arcane Archer level. The target makes a Reflex save versus DC of 10 + Arcane Archer level + primary arcane casting ability modifier for half damage. A maximum of one arrow hits every target.

    Imbue Arrow
    Cast the following arcane spells on basic arrows in your inventory via the Imbue Arrow feat to gain the specified bonus damage (Duration: 1 Hour per Arcane Archer level, Extend Spell is included if applicable):

      Ice Storm: Cold
      Mestil’s Acid Breath: Acid
      Fireball: Fire
      Lightning Bolt: Lightning
      Enervation: Negative
      Sound Burst: Sonic

    Seeker Arrow
    Always hits. Deals d3 piercing damage and d3 magical damage per Arcane Archer level.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 16:40 PM 

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Assassin

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Assassin ToolsThis is a widget automatically gained upon taking an Assassin level. It will impart your weapon (be it glove, bow or blade) with the ability to make a special strike once every turn. The DC calculation is 10 + Assassin level + Intelligence modifier. Note that the ability doesn't have to be reapplied each time; it persists for 1 Turn per Assassin level.

    Braining Blow
    (Stun) (2 Rounds, Will)
    Head injuries are especially traumatic, and the Assassin knows this. Heavy, blunt force dealt by a pommel or leaden arrow can temporarily stun a foe, leaving them vulnerable to a follow-up strike.

    Shrill Strike
    (Deafness) (Turn/Assassin, Fortitude)
    The importance of the sense of hearing in combat is not lost on the Assassin. An attack upon the auditory organs leaves the ears of the Assassin's foe ringing painfully.

    Beshaba's Favor
    (-d4 all stats) (supernatural permanent, doesn’t stack, Will)
    The Assassin becomes adept at turning disadvantage to advantage, weakness into strength, bad luck into blessed fortune. Provided, that this misfortune falls upon the Assassin's victim.

    Stalker's Throat-Dart
    (Silence) (1 Round/Assassin, Fortitude)
    Landing a blow to the throat is one of the most difficult attacks an Assassin can make. By no chance, it is also one of the most rewarding.

    Induce Amaurosis
    (Blindness) (1 Round/Assassin, Fortitude)
    The Assassin knows that something as innocuous as a culinary spice can have more malign uses. Pepper, thrown into the eyes of the foe in the heat of battle, leaves them a bit burned.

    Blade of Terror
    (Paralysis) (1 Round/Assassin, Will)
    The appalling viciousness of the Assassin's assault cows the target into submission. The assassin may make a death-attack that causes overwhelming fear to the target of this ability.

    Bloodlet
    (Level Drain) (supernatural permanent stacks, Fortitude)
    The Carotid and Femoral artery are prime targets for a cutting or piercing strike. An accurate slice can cause the most extreme case of profuse bleeding: untreated, such a strike is as good as a death-sentence.

    Kneecapper's Knife
    (Knockdown) (Rounds/3 Assassin, Reflex)
    The legs are a promising, if difficult to hit, target. They are often more lightly armored than the torso, as even the most rigid plate armor has many joints and thin parts in its metal.

    Murder
    (Death, Death Immunity ignored, Fortitude)
    The most valuable and feared tool at the Assassin's disposal is not their famed agility or skill with blade or bow, but their knowledge of anatomy and flagrant disregard for the niceties of honorable combat. This attack leaves nothing about the Assassin's motives to question. A feint, a flash of steel from the shadows, or a careful shot: a strike made with the intent to bring their target down instantly, no matter the cost.


Optional Epic FeatsThese feats must be taken as epic bonus feats on Assassin (level 14 or 18 Assassin). They are not given freely as the feats listed below this section are.

    Crippling Strike
    As per the default feat.

    Note: For this to function, the Assassin must have at least one rank of Sneak Attack. Sneak Attack from equipment counts.

    Defensive Roll
    As per the default feat.

    Improved Evasion
    As per the default feat.
Automatically-Given FeatsThese feats are gained automatically upon leveling and are usable once per day.

    True Strike
    Starting at 3rd level, an Assassin gains the ability to cast True Strike.

    Fox's Cunning
    Starting at 4th level, an Assassin gains the ability to cast Fox's Cunning.

    Cat's Grace
    Starting at 6th level, an Assassin gains the ability to cast Cat's Grace.

    Clairaudience/Clairvoyance
    Starting at 8th level, an Assassin gains the ability to cast Clairaudience/Clairvoyance.


SpellsYou’ll need to learn the following spells from an NPC who’s hidden on the isle of Amia (if you meet the required Assassin levels and intelligence!). Note that these "spells" are in widget form and are affected by Arcane Spell Failure where the default assassin spells are not:

    Obscuring Mist
    2 Assassin levels, 11 Intelligence
    A misty vapor envelopes the assassin, granting 20% concealment for 1 turn per Assassin level.

    Darkness
    4 Assassin levels, 12 Intelligence
    As per the default spell.

    Invisibility
    6 Assassin levels, 13 Intelligence
    As per the default spell.

    Improved Invisibility
    8 Assassin levels, 14 Intelligence
    As per the default spell.

    Freedom of Movement
    8 Assassin levels, 14 Intelligence
    As per the default spell.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 16:54 PM 

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Barbarian

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Modified RagesThe Barbarian is a brute of tremendous, if reckless power, thus their raging feats have been modified to reflect this. The following Rages replace the Normal and Greater rages, and work with the Thundering and Terrifying Rage feats if they are present. Their duration is 5 + CON modifier rounds. The Intensity and Ferocity attacks are set by a widget that must be found in-game.

Note: there is a one turn cooldown after raging before you may do so again.

    Standard Rage
    This is the normal Barbarian Rage.

      +1 Attack per 4 Barbarian levels, capped at +6.
      +1 Damage per 4 Barbarian levels, capped at +5.
      +1 Will saves per 8 Barbarian levels, capped at +3.
      +1 Fortitude save per 8 Barbarian levels, capped at +3.
      +2 Hit Points per Barbarian level.

    Penalized -2 to Armor Class. This is voided at Barbarian level 17 and above.

    Unyielding Rage
    10 Barbarian Levels
    A focused Barbarian rage that channels their fury into raw speed, ignoring wounds as they blitz around the battlefield.

      +1 Regeneration per 4 Barbarian levels.
      +1 Dodge AC per 6 Barbarian levels, capped at +4 AC.
      +1 Fortitude save per 8 Barbarian levels, capped at +3.
      +1 Will save per 8 Barbarian levels, capped at +3.
      +1 Reflex save per 8 Barbarian levels, capped at +3.
      +3 Hit Points per Barbarian level.
      +1 AB per 8 Barbarian levels, capped at +3.

    Ferocity Attack
    15 Barbarian Levels
    A focused Barbarian rage that sends the barbarian into a true frenzy of whipping blades and destructive might. The price for pure offense however, is a lack of defense.

      +1 Attack Per Round, stacks with Haste.
      +2 Damage per 4 Barbarian levels, capped at +12.
      +1 Fortitude save per 8 Barbarian levels, capped at +3.
      50% percent move speed increase, doesn't stack with Haste.
      -4 penalty to Dodge Armor Class.
      +1 Hit Point per Barbarian level.

    Mighty Rage
    Mighty Rage gives the following benefits:

      +1 Universal Saves/7 Barbarian Levels
      +5 Vampiric Regen
      +10 Bonus HP/Barbarian Level.

    Thundering Rage
    This rage imparts your weapon with 1d8 Sonic Damage and On Hit: Stun DC 20.

    Terrifying Rage
    This rage enhances the barbarian with a fear aura.

    Barbarian Fear Aura - Will DC calculation: Base intimidation (no gear)/3 + Barbarian Level/2 + Con Modifier + 1 (if you have skill focus intimidation) + 3 (if you have Epic skill focus intimidation). If the save is made the target then gets temporary immunity to avoid shuffle stepping and spamming the aura.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 16:58 PM 

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Bard

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Bonus SongsAt Amia the Bard may be awarded special songs by the DM’s for showing excellent bardic roleplay, via quests and good overall commitment to the class.

    Lich Lyrics
    You should have at least 4 levels of Bard. It casts Horrid Wilting as per the default spell. A certain NPC within the realm can teach you this song.

    Firesong
    You should have at least 8 levels of Bard. It casts Incendiary Cloud as per the default spell. This is a DM reward.

    Stonesong
    You should have an above-average Perform skill and at least 4 levels of Bard. It casts Greater Stoneskin as per the default spell. A certain NPC within the realm can teach you this song.

    Stormsong
    You should have at least 12 levels of Bard. It casts Great Thunderclap as per the default spell. This is a DM reward.

    Sightsong
    You should have at least 15 levels of Bard. It casts True Seeing as per the default Amia spell. This is a DM reward.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 17:14 PM 

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Blackguard

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Optional FeatsThese feats must be taken on a Blackguard level. They are not automatically given.

    Extra Turning
    As per the default feat.
Modified FeatsThese feats are modified from the default Blackguard.

    Dark Blessing
    The saving throw bonus is capped to Blackguard level (e.g. a level 3 Blackguard would only receive a maximum of +3 saves from Dark Blessing, no matter how high their Charisma modifier is).


Automatically-Given FeatsThese feats are gained automatically upon leveling and are usable once per day.

    Aura of Despair
    Starting at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet to take a -2 penalty on all saving throws. This is a permanent effect that cannot be dispelled and does not have any accompanying VFX.

    Eagle's Splendor
    Starting at 4rd level, a Blackguard gains the ability to cast Eagle's Splendor.

    Magic Circle against Good
    Starting at 7th level, a Blackguard gains the ability to cast Magic Circle against Good.

    Divine Favor
    Starting at 10th level, a Blackguard gains the ability to cast Divine Favor.


SpellsYou’ll need to learn the following spells from an NPC who’s hidden on the isle of Amia (if you meet the required Blackguard levels and wisdom!).

    Corrupt Weapon
    1 Blackguard level, 11 Wisdom
    The caster corrupts a melee weapon to strike true against good opponents, granting a +1 enhancement bonus and 2d6 negative energy damage vs. good for Turns/Level.

    Demon Flesh
    1 Blackguard level, 11 Wisdom
    The caster grows the thick, leather flesh of a demon, granting a +1 natural armor bonus to Armor Class for every three caster levels (at least +1, maximum +5) for Hours/Level.

    Veil of Shadow
    3 Blackguard level, 12 Wisdom
    Swirling wisps of darkness obscure the caster's form, granting a concealment bonus for Turns/Level.
    Vein of Shadow - Conceal Bonus
    BG level 3: 20% Conceal
    BG level 6 - 30% Conceal
    BG level 9 - 40% Conceal
    BG level 12 - 50% Conceal

    Darkness
    5 Blackguard level, 12 Wisdom
    As per the default spell.

    Deeper Darkness
    6 Blackguard level, 13 Wisdom
    As per Darkness, but with a duration of Turns/Blackguard level.

    Abyssal Might
    7 Blackguard level, 14 Wisdom
    The caster summons evil energy from the Abyss and is imbued with its might. The caster gains a +2 bonus to Strength, Constitution, and Dexterity for Turns/Level.

    Unholy Sword
    8 Blackguard level, 14 Wisdom
    This spell transforms the caster's melee weapon into a powerful Unholy Avenger, a specially blessed weapon that, when wielded by a Blackguard, acts as a +5 unholy weapon that dispels on hit for Two Rounds/Level.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 17:20 PM 

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Druid

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A Thousand FacesA Thousand Faces feat gives you a wider range of animals and humanoid creatures to shift into. In order to learn this, you must have received tutoring from a druid or shifter with this feat. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.
SkillsThese skills are now added as class skills to the Druid skill list.

    Spot
    Listen

SpellsThese spells are automatically added to the druidic spellbook.

    Cat's Grace
    As per the default spell.

    Eagle's Splendor
    As per the default spell.

    Endurance
    As per the default spell.

    Fox's Cunning
    As per the default spell.

    Owl's Wisdom
    As per the default spell.

    Flame Weapon
    As per the default spell.

    Magic Weapon
    As per the default spell.

    Greater Magic Weapon
    As per the default spell.
Elemental Shape/WildshapeElemental Shape and Wildshape has been completely overhauled to have both an increase in power and utility. In addition, there are now three stages of power instead of two. For determining the power of the Elemental Shape, druid and shifter levels are added together. Wildshape only scales into epic forms for druid only.

They are obtained with the following amount of druid/shifter levels:

Level 16: Elemental Shape
Level 20: Greater Elemental Shape
Level 25+: Elder Elemental Shape

They are obtained with the following amount of druidlevels:

Level 5 -> Level 12 -> Level 25

Pig, pink -> Boar -> Dire Boar = (Physical DPS)
Brown Bear -> Grizzly -> Dire Bear = (Tank)
Dog -> Wolf -> Dire Wolf = (Generalist)
Skunk -> Badger -> Dire Badger = (High AB)
Lynx -> Cougar -> Dire Cougar = (Sneak/DPS)

NB: Shifter AC progression does not apply to these shapes.

For a detailed list of the changes to these shapes, see The Druid & Shifter Spreadsheet (last updated 04/02/2016).


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 17:24 PM 

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Dwarven Defender

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FeatsThese feats are gained automatically upon leveling.

    Resist Poison
    Gained at 5th level, as per the default feat.

    Resist Disease
    Gained at 10th level, as per the default feat.
Modified FeatsThese feats are modified from the default.

    Perfect Health
    A Dwarven Defender may take this feat in epic, ignoring the standard prerequisites for the feat.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 17:27 PM 

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Harper Scout / Master Scout

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The Harper Scout no longer exists on Amia. It has been replaced by the Master Scout, a unique 5 level prestige class that blends abilities from the Ranger and the Rogue classes to create the ultimate outdoor survivalist.

Overview"The wilderness is a harsh, unforgiving place of danger and intrigue. Some, however, call this dangerous land their home. They are the Master Scout, a specialist in survival and fortitude. While they retain similarities to other wardens of the wilderness, the Master Scout stands apart in that their skills lie in the navigation itself. In this, they are unparalleled."

Hit die: d6
Proficiencies: Light armor and simple weapons
Skill points: 4 + int modifier
Base attack bonus: +3/4 levels
Primary saving throw(s): Fortitude, Reflex
Class skills: Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Discipline, Heal, Hide, Listen, Lore, Move Silently, Search, Set Trap, Spot and Tumble


RequirementsFeats: Skill Focus: Listen, Skill Focus: Spot
Skills: Craft Trap 2 ranks, Set Trap 2 ranks, Discipline 8 ranks, Spot 2 ranks, Listen 2 ranks, Search 2 ranks and Lore 6 ranks


AbilitiesLevel 1: Dash: Master Scout becomes 10% faster in wilderness areas.

Level 2:
    Craft Survival Gear: Master Scout can craft various tools and items for a gold cost. The items assist in ambushing enemies and in survivability. Through levels, more items become available for crafting.
    Uncanny Dodge I: As per default feat.

Level 3:
    Battle Fortitude: Master Scout can call on his hardiness and knowledge and receive +1 to all saves per Master Scout level, for 1 hour per Master Scout level.
    Nature Sense: As per default feat.

Level 4: Trackless Step: As per default feat.

Level 5: Flawless Stride: Master Scout gains permanent Freedom.

Bonus Feats: At level 1 and 5, the Master Scout can choose a bonus feat from the following lists:
    Bonus Feat List: Lightning Reflexes, Great Fortitude, Iron Will, Toughness
    Epic Bonus Feat List: Great Strength, Great Constitution, Great Dexterity, Epic Will, Epic Fortitude, Epic Reflexes, Epic Prowess


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 17:36 PM 

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Monk

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AbilitiesThese are extra abilities added to the monk class, found in-game from NPC trainers.

    Pain Touch
    3 Monk levels - 1x Stunning Fist per use
    Touch Attack. On hit, inflicts an AB penalty of 1 per 5 Monk levels [caps at -6] for Monk Level/Round. Unstackable.

    Axiomatic Strike
    5 Monk levels - 1x Stunning Fist per use
    Touch Attack. On hit, inflicts divine damage [Monk unarmed base damage + STR modifier + 1d3 per Monk level] versus a chaotic-aligned target. A critical hit doubles the base damage + STR modifier.

    Eagle Claw
    8 Monk levels - 1x Stunning Fist per use
    Touch Attack. On hit, inflicts magic damage [Monk unarmed base damage + STR modifier + DEX modifier + WIS modifier], as well as applying an Armor Class penalty of 1 per 10 Monk levels [minimum of -1, caps at -3] for Monk Level/Round. A critical hit doubles the base damage + STR modifier. Unstackable.

    Freeze Lifeblood
    10 Monk levels - 1x Stunning Fist per use
    Touch Attack. On hit, paralyzes [DC: 10 + Monk level / 2 + WIS modifier] their target for 3 rounds.

    Weakening Touch
    12 Monk levels - 1x Stunning Fist per use
    Touch Attack. On hit, reduces their target's Strength by 1 per 5 Monk levels [caps at -6] for Monk Level/Round. Unstackable.

    Ki Shout
    16 Monk levels - 1x Quivering Palm per use
    Stuns any enemies within colossal range if they fail a Will save [DC: 10 + Monk level / 2 + WIS modifier]. In addition, all enemies take 1d4 Sonic damage per Monk level. Deafened enemies are not affected.

    Ki Defense
    18 Monk levels - 1x Empty Body per use
    Any enemies that strike with a melee attack take 1d6 + 2 per 5 Monk Levels of magic damage [caps at 1d6 + 10]. Lasts for Monk Level/Round.


Modified FeatsThese feats are modified from the default.

    Monk AC Bonus
    The AC bonus is capped to Monk level (e.g. a level 3 Monk would only receive a maximum of +3 AC from their Monk AC Bonus, no matter how high their Wisdom modifier is).

    Additionally, this feat is not given until level 3 Monk, and will not function while polymorphed.
WeaponsThese weapons are modified from the default.

    Quarterstaff
    May be used by Monks with full unarmed attack progression and Flurry of Blows applicable, just like a kama.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 18:00 PM 

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Paladin

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Modified FeatsThese feats are modified from the default.

    Divine Grace
    The saving throw bonus is capped to Paladin level (e.g. a level 3 Paladin would only receive a maximum of +3 saves from Divine Grace, no matter how high their Charisma modifier is).

    Lay on Hands
    Half-damage is taken on a successful Fortitude saving throw for undead creatures.

    Summon Mount
    This feat is disabled on Amia.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 18:16 PM 

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Palemaster

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Caster LevelPalemaster levels count toward caster level when casting spells of the Necromancy school, but only if they are arcane in origin. This includes damage, duration and casting level for the purposes of piercing spell resistance, though due to engine limitations, monk spell resistance is not affected.


Undead GraftsThe Palemaster has access to an extended selection of undead grafts in order to strengthen their deathless arts.

    Paralyzing Touch
    6 Palemaster levels
    Paralysis on melee touch attack. Fortitude Save at DC 10 + INT mod + PM level, with a duration of round/Palemaster level.

    Weakening Touch
    6 Palemaster levels
    1d6 STR damage on melee touch attack, Fortitude Save at DC 10 + int mod + PM level. Lasts 1 hour/Palemaster level.

    Degenerative Touch
    7 Palemaster levels
    Level Drain of 1 level on melee touch attack, Fortitude Save at DC 10 + int mod + PM level. Lasts 1 hour/Palemaster level.

    Commanding Touch
    8 Palemaster levels
    As "Control Undead" on melee touch attack, with caster level (wizard + sorcerer + PM levels), lasting for (wizard + sorcerer + PM level) rounds. Will Save at DC 10 + int mod + PM level.

    Destructive Touch
    9 Palemaster levels
    1d6 CON damage on melee touch attack, Fortitude Save at DC 10 + int mod + PM level, successful save negates CON damage. Lasts 1 hour/Palemaster level.

    Deathless Touch
    10 Palemaster levels
    Death on melee touch attack. Fortitude Save at DC 10 + INT mod + PM level.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 18:29 PM 

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Shifter

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OverhaulThe Amian Shifter is completely overhauled from the base Shifter class. Every form in the entire game has been changed and modified to bring it more in line with the rest of the classes in the game. The changes are extensive and exhaustive. All pre epic forms now have an epic variety obtained as you level higher into the Shifter class into epic. Gloves/Bracers also now merge into appropriate forms, unlike vanilla NWN.

    AC Progression
    Shifters gain a unique bonus AC progression which applies when shapeshifted. Note that certain forms may have additional AC on top of what Shifter levels provide.

    Code:
    Shifter Level -> 1  2  3  4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20
    -----------------------------------------------------------------------------
    Armor      |     0  0  0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5
    Deflection |     0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5  5 
    Dodge      |     0  0  1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5
    Natural    |     1  1  1  1  2  2  2  2  3  3  3  3  4  4  4  4  5  5  5  5
    Shield     |     3  3  4  4  4  5  5  5  6  6  6  7  7  7  8  8  8  8  8  8

    At level 20 Shifter, a total bonus of +28 AC is gained when shifted.

    Ability Overwriting
    If a Shifter shifts into a form with a physical ability higher than their own (for instance, a Shifter with 12 Strength shifts into Drow with 20 Strength), then the higher value will overwrite. This works in reverse, too: if a Shifter with 24 Strength shifts into Drow with 20 Strength, then their Strength would remain at 24 as it is the superior amount.

    DC Calculations and Spells
    DCs on Shifter abilities are calculated from a unique formula: 10 + 1/2 of Shifter Level + Wisdom Modifier. In cases where an ability has a duration, it is calculated as Druid + Shifter level. For abilities which have a scaling damage amount, the amount is again calculated as Druid + Shifter level.

    Note that metamagic feats do not work on Shifter spells, and Expertise/Improved Expertise cannot be used on Shifter abilities or spells.

    Epic Form Progression
    There is an epic version of every non-feat obtained form. Epic forms will usually have increased damage over non-epic forms, or have access to a further range of abilities.

    They are obtained with the following amount of Shifter levels:

    Shifter Level 11: Epic Greater Wildshape I
    Shifter Level 13: Epic Greater Wildshape II
    Shifter Level 15: Epic Greater Wildshape III
    Shifter Level 17: Epic Humanoid Shape
    Shifter Level 19: Epic Greater Wildshape IV

    Shifter Shape Details
    Due to the sheer amount of information, the details are contained in a xls file (openable by Excel or any similar program which deals with spreadsheets). It's a valuable source of information for Shifter players, so you should really download it and look it over. Seriously.

    The Druid & Shifter Spreadsheet (last updated 04/02/2016 OUT OF DATE)


Additional Forms
    Goblin Mage
    Requires 1 level of Shifter.

    Faerie Dragon
    Requires 3 levels of Shifter; DM given.

    Faerie
    Requires 12 level of Druid or 4 levels of Shifter.

    Ettercap
    Requires 5 levels of Shifter.

    Nymph
    Requires 12 levels of Druid or 5 levels of Shifter.

    Dryad
    Requires 12 levels of Druid or 6 levels of Shifter; DM given.

    Mummy
    Requires 7 levels of Shifter; DM given.

    Succubus
    Requires 9 level of Shifter; DM given.
Feats
    Wild Shape 4x day
    Gained at 7th level.

    Wild Shape 5x day
    Gained at 13th level.

    Elemental Shape
    Gained at 14th level.

    Elemental Shape 2x day
    Gained at 15th level.

    Wild Shape 6x day
    Gained at 16th level.

    Elemental Shape 3x day
    Gained at 17th level.

    Improved Elemental Shape
    Gained at 18th level.

    Infinite Wild Shape
    Gained at 19th level.

    Infinite Elemental Shape
    Gained at 20th level.


A Thousand FacesA Thousand Faces feat gives you a wider range of animals and humanoid creatures to shift into. In order to learn this, you must have received tutoring from a druid or shifter with this feat. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.
SkillsThese skills are now added as class skills to the Shifter skill list.

    Move Silently


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 18:35 PM 

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Shadowdancer

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Modified FeatsThese feats are modified from the default Shadowdancer.

    Hide in Plain Sight
    There is a cool-down on Hide in Plain Sight. When stealth mode is deactivated, Hide in Plain Sight will not function for another six seconds. Do note that only Hide in Plain Sight is affected - a character may still enter Stealth Mode during this cool-down time.

    This feat is gained at level 6, rather than level 1.

    Shadow Daze
    Instead of being 1 use per day, Shadow Daze has been changed to a cool-down dependent on Shadowdancer level.

    The base cool-down is 5 turns (or 300 seconds). For every Shadowdancer level past 5, the cool-down is decreased by 3 rounds (or 18 seconds). For example, a level 10 Shadowdancer has a cool-down of 210 seconds. A level 20 Shadowdancer has a cool-down of 30 seconds.

    Summon Shadow
    The Shadowdancer's summon has been redesigned. See here for the relevant details.

    Shadow Evade
    This feat's duration has been changed to 1 round per Shadowdancer level, rather than a flat 5 rounds.
Shadow JumpThe following two supernatural abilities have been added to Shadowdancer’s repertoire:

    Lesser Shadowjump
    This will enable you to teleport from shadow to shadow, four times per day. You must have at least 4 SD levels and received tutoring from a fellow Shadowdancer of level 10 or above. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.

    Greater Shadowjump
    This will enable you to teleport from shadow to shadow, ten times per day. You must have at least 10 SD levels and the feat to use this ability may be requested from the DMs, at their discretion.


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 18:47 PM 

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Joined: 16 Dec 2004
Location: England, UK

Dragon Disciple

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DetailsThe RDD is not limited to merely red on Amia. The following colors may be chosen:

  • Gold (LG - Fire)
  • Silver (LG - Cold)
  • Bronze (LG - Electricity)
  • Brass (CG - Fire)
  • Copper (CG - Acid)

  • Red (CE - Fire)
  • Blue (LE - Electricity)
  • Green (LE - Acid)
  • Black (CE - Acid)
  • White (CE - Cold)

  • Shadow (CE - Negative)

This choice affects the disciple's wing color, immunity and breath type. In order to choose a dragon type, a DM must be asked to grant the benefit. Note that a DM does not have to grant this perk, especially if a PC wildly differs from the established canon details of that dragon type or is not within one-step of their dragon type's alignment.
Modified FeatsThese feats are modified from the default Red Dragon Disciple.

    Draconic Armor
    See progression below.

    Draconic Abilities
    See progression below.

    Draconic Breath
    This ability allows the RDD to breathe a cone of energy, 20-feet long, dealing 1d10 damage per RDD level; Reflex Save DC 10 + RDD Level + Constitution modifier, for half damage. This may be used an unlimited amount of times per day, but has a cool-down between each use.

    The base cool-down is 5 turns (or 300 seconds). For every 2 points into Constitution beyond 10, the cool-down is decreased by 10 seconds. For example, a Dragon Disciple with 20 Constitution has a cool-down of 250 seconds. A Dragon Disciple with 30 Constitution has a cool-down of 200 seconds. Note that it is the final Constitution after equipment and spells, not base Constitution.

    Immunity to Fire
    See progression below.


Dragon Disciple Changes(by level)

1. d6 HP, +1 AC
2. +2 Str
3. Dragon Breath
4. d8 HP, +2 Str
5. ----
6. d10 HP
7. +2 Con
8. +1 AC
9. Wings, +2 Int
10. +2 Str, +2 Cha, Darkvision, 50% immunity to element, immunity to paralysis, and immunity to sleep
11. d12 HP
12. +2 Str, 1 AC

15. 75% immunity to element, 1 AC, +2 Con, 24 SR

18. Free tail or vfx horns or legs, 1 AC, 100% immunity to element, +2 Con, +2 Cha, 32 SR

20. 1 AC


 
      
PaladinOfSune
 
PostPosted: Sun, Mar 27 2011, 19:20 PM 

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Joined: 16 Dec 2004
Location: England, UK

Miscellaneous

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Modified FeatsThese feats are modified from the default Bioware standard.

    Brew Potion
    Brewing potions no longer consumes XP, instead only using gold. For this, it uses the formula of Caster Level (of the potion) × innate level × 12.5.

    Craft Wand
    Crafting wands no longer consumes XP, instead only using gold. For this, it uses the formula of Caster Level (of the wand) × innate level × 750.

    Devastating Critical
    This feat no longer instantly kills on a failed fortitude save. Instead, it knocks the opponent down for X rounds, along with inflicting Blind, Deafness and Silence for X turns. X is determined by the weapon's base critical hit range:

    • Large-sized weapon, 20 : 4
    • Other sizes of weapons, 20 : 3
    • 19-20 : 2
    • 18-20 : 1

    Note that creatures using scimitars or rapiers smaller than medium size (e.g. gnome and halfling) receive the bonus for 19-20 weapons, rather than 18-20.

    Disarm & Improved Disarm
    Disarming an opponent no longer causes the weapon to be dropped or to go into the inventory of the character performing the Disarm attack (in the case of unarmed Disarm attempts). The weapon that is being Disarmed will instead be unequipped and any quick-slot that it was attached to will be cleared, causing a delay in any re-equipping of that weapon.

    Divine Might
    The damage this feat gives is capped to the total amount of your cleric, paladin and blackguard levels added together (e.g. A level 4 Cleric/level 3 Monk with 20 Charisma will only receive +4 damage, rather than +5). This cap does not apply to the duration.

    Divine Shield
    The AC this feat gives is capped to the total amount of your cleric, paladin and blackguard levels added together (e.g. A level 4 Cleric/level 3 Monk with 20 Charisma will only receive +4 AC, rather than +5). This cap does not apply to the duration.

    Improved Whirlwind Attack
    No longer requires 23 Dexterity.

    Scribe Scroll
    Scribing scrolls no longer consumes XP, instead only using gold. For this, it uses the formula of Caster Level (of the scroll) × innate level × 25.


Modified SkillsThese skills are modified from the default Bioware standard.

    Appraise
    Appraise affects the buy/sell prices of merchants to a certain margin. See here for specific listings.

    Pickpocket
    See here for a clarification of how Pickpocket works on Amia.
Modified WeaponsThese weapons are modified from the default Bioware standard.

    Quarterstaff
    May be used by Monks with full unarmed attack progression and Flurry of Blows applicable, just like a kama.

    Trident
    Tridents are treated as a simple, one-handed weapon with 1d8 base damage and 20/x2 critical range, ergo can be used with a shield.


 
      
PaladinOfSune
 
PostPosted: Mon, Oct 03 2011, 2:00 AM 

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Joined: 16 Dec 2004
Location: England, UK

Domains

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We have modified cleric domains on Amia. A cleric must take the domains of their god, from the following selection:

Bioware DomainsAir
Special Ability: As default
Spells: 1 - Expeditious Retreat, 3 - Call Lightning, 5 - Gust of Wind, 6 - Chain Lightning

Animal
Special Ability: Gains access to the "Wild" type for Summon Creature
Spells: As default

Death
Special Ability: As default
Spells: 3 - Negative Energy Burst, 4 - Phantasmal Killer, 5 - Enervation

Destruction
Special Ability: As default
Spells: 3 - Stinking Cloud, 6 - Acid Fog, 8 - Implosion

Earth
Special Ability: As default
Spells: 4 - Stoneskin, 5 - Energy Buffer, 6 - Greater Stoneskin, 7 - Stone to Flesh, 8 - Flesh to Stone

Evil
Special Ability: As default
Spells: 1 - Negative Energy Ray, 3 - Negative Energy Burst, 5 - Enervation, 8 - Energy Drain

Fire
Special Ability: As default
Spells: 3 - Fireball, 4 - Wall of Fire, 5 - Energy Buffer, 6 - Elemental Shield, 8 - Delayed Blast Fireball

Good
Special Ability: As default
Spells: 4 - Stoneskin, 5 - Lesser Planar Binding, 6 - Planar Binding, 8 - Greater Planar Binding

Healing
Special Ability: As default
Spells: 2 - Cure Serious Wounds, 5 - Heal, 6 - Mass Heal

Knowledge
Special Ability: As default
Spells: 1 - Identify, 2 - Knock, 3 - Clairaudience/Clairvoyance, 4 - True Seeing, 6 - Legend Lore, 8 - Premonition
Bioware Domains (Cont...)Magic
Special Ability: As default
Spells: 1 - Mage Armor, 2- Melf's Acid Arrow, 3 - Negative Energy Burst, 4 - Stoneskin, 5 - Ice Storm, 6 - Lesser Spell Mantle

Plant
Special Ability: As default
Spells: As default

Protection
Special Ability: As default
Spells: 1 - Shield, 4 - Minor Globe of Invulnerability, 5 - Energy Buffer, 7 - Protection from Spells

Strength
Special Ability: As default
Spells: As default

Sun
Special Ability: As default
Spells: 2 - Searing Light, 7 - Sunbeam, 8 - Sunburst

Travel
Special Ability: As default
Spells: As default

Trickery
Special Ability: As default
Spells: As default

War
Special Ability: As default
Spells: As default

Water
Special Ability: As default
Spells: 1 - Grease, 3 - Poison, 5 - Ice Storm, 6 - Drown


Amia-Specific DomainsBalance
Special Ability: Divine wisdom - The cleric gains a bonus to wisdom equal to 2 + 1 per 3 cleric levels. The effect lasts for 5 rounds + the cleric's charisma modifier.
Spells: 2 - Clarity, 4 - Dismissal, 5 - Greater Sanctuary, 8 - Protection from Spells

Cavern
Special Ability: Bonus Feat - Darkvision
Spells: 2 - Darkness, 6 - Stonehold, 7 - Earthquake

Chaos
Special Ability: Turn Outsiders
Spells: 2 - Magic Circle against Alignment, 4 - Confusion, 6 - Word of Faith

Charm
Special Ability: Bewitching Glibness - The cleric gains a bonus to Persuade and Bluff equal to 1 + 1 per 5 cleric levels. The effect lasts for 5 turns + the cleric's charisma modifier.
Spells: 2 - Aura of Glory, 8 - Mass Charm, 9 - Dominate Monster

Cold
Special Ability: Turn Elementals
Spells: 1 - Ice Dagger, 4 - Ice Storm, 6 - Cone of Cold

Community
Special Ability: Bonus Feat - Skill Focus: Persuade
Spells: 1 - Aid, 2 - Prayer, 7 - Mass Heal, 8 - Protection from Spells

Courage
Special Ability: Valor of Lions - The cleric gains immunity to fear. The effect lasts for 5 turns + the cleric's charisma modifier.
Spells: 2 - Prayer, 3 - Divine Power

Craft
Special Ability: Artisan's Mastery - The cleric gains a bonus to Craft Armor and Craft Weapon equal to 1 + 1 per 5 cleric levels. The effect lasts for 5 turns + the cleric's charisma modifier.
Spells: 1 - Fox's Cunning, 7 - Crumble, 9 - Blackstaff

Darkness
Special Ability: Shrouds of Shade - The cleric may cast a version of Darkness that lasts equal to 5 turns + the cleric's charisma modifier.
Spells: 1 - Darkness, 8 - Mass Blindness/Deafness

Dragon
Special Ability: Bonus Feat - Skill Focus: Intimidate
Spells: 3 - True Seeing, 6 - Stoneskin, 9 - Shapechange

Dream
Special Ability: Braver of Nightmares - The cleric gains immunity to fear. The effect lasts for 5 turns + the cleric's charisma modifier.
Spells: 1 - Sleep, 4 - Phantasmal Killer, 8 - Power Word: Stun, 9 - Weird

Drow
Special Ability: Bonus Feat - Resist Poison
Spells: 2 - Clairaudience/Clairvoyance, 5 - Greater Dispel, 8 - Greater Planar Binding

Dwarf
Special Ability: Bonus Feat - Skill Focus: Discipline
Spells: 1 - Ironguts, 4 - Stoneskin, 6 - Stonehold

Elf
Special Ability: Bonus Feat - Alertness
Spells: 2 - Cat's Grace, 3 - Clairaudience/Clairvoyance, 4 - One with the Land

Fate
Special Ability: Fickle Strands of Fate - The cleric randomly gains from +3 AB/Divine Damage to -2 AB/Divine Damage. No matter if bonus or penalty, the effect lasts for 5 rounds + the cleric's charisma modifier.
Spells: 7 - Premonition, 8 - Mindblank

Gnome
Special Ability: All Invisiblity-like spells are cast as Extended
Spells: 1 - Fox's Cunning, 2 - Invisibility, 3 - Camouflage, 4 - Invisiblity Sphere

Halfling
Special Ability: Trickery Domain power
Spells: 1 - Camouflage, 2 - One with the Land, 3 - Mass Camouflage

Hatred
Special Ability: Seething Assault - The cleric gains a divine bonus to damage equal to 2 + 1 per 5 cleric levels. The effect lasts for 5 rounds + the cleric's charisma modifier.
Spells: 4 - Fear, 9 - Wail of the Banshee

Illusion
Special Ability: All Invisibility-like spells are cast as Extended
Spells: 2 - Invisibility, 3 - Invisiblity Sphere, 4 - Displacement, 9 - Weird
Amia-Specific Domains (Cont...)Law
Special Ability: Turn Outsiders
Spells: 2 - Magic Circle against Alignment, 5 - Hold Monster, 6 - Word of Faith

Luck
Special Ability: Fortune's Wheel - The cleric randomly gains from +3 AB/Divine Damage to -2 AB/Divine Damage. No matter if bonus or penalty, the effect lasts for 5 rounds + the cleric's charisma modifier.
Spells: 1 - Aid, 3 - Freedom of Movement, 6 - Lesser Spell Mantle

Moon
Special Ability: Turn Shapechangers
Spells: 1 - Ultravision, 2 - Darkfire, 4 - Fear

Nobility
Special Ability: Noble's March - The cleric is able to inspire allies (but not themselves), giving them a morale bonus of 1 + 1 per 10 cleric levels to attack rolls, ability scores, saving throws and skill checks. The effect lasts for 5 rounds + the cleric's charisma modifier.
Spells: 2 - Magic Vestment, 8 - Storm of Vengeance

Orc
Special Ability: Strength Domain power
Spells: 2 - Blood Frenzy, 3 - Divine Power

Portal
Special Ability: Master of Boundaries - +2 CL for determining Gate power
Spells: 5 - Banishment, 8 - Gate

Renewal
Special Ability: Rapid Regrowth - The cleric gains a bonus to regeneration equal to 2 + 1 per 5 cleric levels. The effect lasts for 5 rounds + the cleric's charisma modifier.
Spells: 1 - Lesser Restoration, 3 - Restoration, 6 - Greater Restoration

Repose
Special Ability: Death Domain powers (always Outsider)
Spells: 4 - Bless Weapon, 5 - Undeath to Death

Retribution
Special Ability: Swift Vengeance - The cleric gains a damage shield that inflicts divine damage equal to 1d10 + 1 per 3 cleric levels. The effect lasts for 5 rounds + the cleric's charisma modifier.
Spells: 2 - Death Armor, 5 - Banishment, 6 - Lesser Spell Mantle

Rune
Special Ability: Bonus Feat - Scribe Scroll
Spells: 2 - Glyph of Warding, 5 - Lesser Planar Binding, 6 - Legend Lore

Scalykind
Special Ability: Turn Reptilians
Spells: 1 - Ironguts, 4 - Poison, 7 - Creeping Doom

Slime
Special Ability: Bonus Feat - Resist Energy: Acid
Spells: 1 - Grease, 2 - Melf's Acid Arrow, 5 - Evard's Black Tentacles, 8 - Power Word: Stun

Spell
Special Ability: Bonus Feat - Skill Focus: Spellcraft
Spells: 1 - Mage Armor, 2 - Magic Missile, 4 - Isaac's Lesser Missile Storm, 6 - Lesser Spell Mantle

Suffering
Special Ability: All Inflict spells are cast as if automatically Empowered
Spells: 2 - Inflict Serious Wounds, 5 - Harm, 8 - Horrid Wilting

Time
Special Ability: Bonus Feat - Improved Initiative
Spells: 5 - Haste, 7 - Legend Lore

Trade
Special Ability: Bonus Feat - Skill Focus: Appraise
Spells: 1 - Fox's Cunning, 2 - Identify, 8 - Mind Blank

Tyranny
Special Ability: All Domination-like spells are cast as Extended
Spells: 4 - Fear, 5 - Dominate Person, 8 - Power Word: Stun

Undeath
Special Ability: Sun Domain power
Spells: 2 - Animate Dead, 5 - Create Undead, 7 - Control Undead


 
      
PaladinOfSune
 
PostPosted: Fri, Oct 28 2011, 20:36 PM 

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Joined: 16 Dec 2004
Location: England, UK

Champion of Torm / Divine Champion

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DetailsChampion of Torm are no longer considered followers of Torm on Amia. Instead, the class has been changed to be the more general Divine Champion. They have a free range of deity choices, can be any valid worshiper alignment of their deity, and to meet the prerequisites, any Weapon Focus feat may be taken; they are not restricted to melee weapons.

In addition, Divine Champions do not gain Smite Evil at level 3. In its place, they gain the Purge Infidel feat. Divine Champion levels stack for the damage of Smite Evil, even if they do not gain the feat.
FeatsThese feats are new to the Divine Champion class.

    Purge Infidel
    Gained at 3rd level, the Divine Champion gains bonus damage equal to their class level for the duration of their Charisma modifier as rounds. The bonus damage only works against creatures of a different alignment than the Divine Champion. Usable once per day.


 
      
PaladinOfSune
 
PostPosted: Sun, Sep 23 2012, 6:19 AM 

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Joined: 16 Dec 2004
Location: England, UK

Purple Dragon Knight / Knight Commander

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The Purple Dragon Knight has been replaced by the Knight Commander, a party support specialist whose abilities focus on increasing ally strength and weakening enemies via auras. As with Purple Dragon Knight, the maximum level for this class is 5.

Overview"Whether it is leading the charge on a group of regal knights or cutting down fleeing victims, the Knight Commander stands forefront with a mastery over leadership, co-ordination and discipline. The Knight Commander is a shining example of why a handful of well-organised soldiers can best an army of rabble, gaining abilities to bolster his troops and control the battlefield with expert prowess. While such commanders come from many walks of life, all possess natural talent at direction and tactical supremacy."

Hit die: d10
Proficiencies: All types of armor, shields, simple and martial weapons
Skill points: 2 + int modifier
Base attack bonus: +1 levels
Primary saving throw(s): Fortitude, Will
Class skills: Concentration, Craft Armor, Craft Weapon, Craft Trap, Discipline, Heal, Listen, Lore, Parry, Persuade, Ride and Taunt


RequirementsBAB: +5
Feats: Skill Focus: Discipline, Toughness
Skills: Persuade 4 ranks, Taunt 4 ranks, Discipline 8 ranks and Lore 4 ranks


AbilitiesLevel 1:
    Barricade of Swords: Defensive Aura: Barricade of Swords creates a damage shield around all allies within the aura and allows them to shrug off a minor amount of physical damage. The shields damage is 1d10 slashing damage, +2 per Knight Commander level, +1 per Charisma modifier, to a maximum of Knight Commander level. They also gain 5% damage immunity to bludgeoning, piercing and slashing damage, +1% per Charisma modifier, to a maximum of Knight Commander level.
    Entreatment: Ability which can be used once per Knight Commander level. If they fail a Will save versus the Knight Commander's Taunt, the enemies change targets to instead attack the Knight Commander. Where used against other player characters, this feat simply causes the target to break their action queue and become flat-footed. Enemies failing their Will save are also inflicted with a -2 Attack Bonus penalty for five rounds.
    Stand Down: This is an unlimited feat which allows the Knight Commander to dismiss all of their auras instantly.

Level 2: Bulwark of Vigilance: Offensive Aura: Upon entering this aura, enemies lose 8% movement speed per Knight Commander level, and receive a -5 Tumble penalty multiplied by their Charisma modifier, to a maximum of Knight Commander level. The Tumble decrease does not lower AC.

Level 3: Medicant: Defensive Aura: All allies within this aura gain +2 regeneration, which improves to +3 at 5th Knight Commander level. Allies also gain +5 Heal skill per Charisma modifier, to a maximum of Knight Commander level.

Level 4: Ordnance Support: Offensive Aura: All enemies within this aura suffer a 3% immunity decrease to acid/cold/fire/sonic/electricity per Knight Commander level. Additionally all enemies gain -2 penalty to their spell resistance per Charisma modifier, to a maximum of Knight Commander level.

Level 5:
    Vehement Charge: Defensive Aura: All allies within this aura gain immunity to blindness, charm, confusion, deafness, fear, daze, sleep, slow and stun. Allies also gain 3% movement speed increase per Charisma modifier, to a maximum of Knight Commander level. This aura also inflicts a penalty of -10 discipline to all allies.
    Shield Ally: Knight Commander can shield one ally within 20 foot, giving him +4 dodge AC, while doing so the Knight Commander receives -4 to his attack. This ability may be used unlimited times per day; the Knight Commander cannot use it on himself.

NOTE: You can only have one defensive and one offensive aura active at the same time. All defensive auras have a radius of 30 foot, while offensive auras have a radius of 10 foot. All auras are infinite use with an unlimited duration.


 
      
SamTheGiantSlayer
 
PostPosted: Mon, Nov 14 2016, 3:55 AM 

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Joined: 31 Mar 2014

Warlock

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The Warlock is a request-only base class emulated by Bard levels.

OverviewWarlocks are powerful individuals who harness supernatural powers; these powers are inborn or gained abilities, not spells. Whether the beneficiary of inborn talents from generations past, or the resulting power of a pact with a higher being, warlocks stand apart from their spellcasting counterparts in many distinct ways.

Warlock pacts are created with fey, fiends of the lower planes, elementals of great power or other creatures who call home to hostile and savage worlds. The terms of such a pact and reasons vary greatly depending on the person in question - some may do it simply out of a lust for power, while some out of desperation or a belief that the "ends justify the means". Regardless of their reasons, the powers warlocks wield are devious at best, and at worst, twisted and destructive. Warlocks tend to be wanderers due to the hostility they face from the commonfolk who distrust their strange powers, and only the most foolish (or powerful) of their ilk wield their eldritch gifts openly.

A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will.


RequirementsBase Class Emulation: Bard
Alignment: Any evil or any chaotic

Hit die: d6
Proficiencies: Light armor, shields and light weapons
Skill points: 4 + int modifier
Base attack bonus: +3/4 levels
Primary saving throw(s): Reflex, Will
Class skills: Appraise, Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Perform, Persuade, Pick Pocket, Spellcraft, Taunt, Tumble, Use Magic Device


AbilitiesLevel 1: Eldritch Blast: A warlock attacks his foes with Eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An Eldritch blast deals 1d6 points of magical damage at 1st level and increases in power as the warlock rises in level (up to 14d6 by level 30). There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will.

  • An Eldritch Blast is a ranged touch attack that affects a single target.
  • An Eldritch Blast may have one Blast Shape assigned to it to modify the radius and how the target resists it, and one Eldritch Essence to modify its damage type and additional effects.
  • Warlocks have a -20% Arcane Spell Failure bonus when using Eldritch Blast, allowing them to wear armor and shields.
  • It is a weapon-like spell (critical hit on a roll of 20, double damage on a critical hit).
  • Spell penetration feats apply as per-normal to warlock spell resistance checks.
  • Due to NWN engine limitations, Haste does not apply to actions per round when using Eldritch widgets.

Level 2: Eldritch Lore: A warlock can use detect magic as the spell at will. His caster level equals his class level. This follows our rules on PnP spells.

Note that the following can be requested as feats or on equipment, with your class used as RP justification - usual power limits and costs do apply.

Level 3: Damage Reduction: Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining 1/- damage resistance. At 7th level and every four levels thereafter, a warlock's damage resistance improves.

Level 8: Fiendish Resilience: A warlock knows the trick of supernatural resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains +1 regeneration per round. At 13th level, a warlock's supernatural resilience improves. When in his fiendish resilience state, he gains fast healing +2 regeneration per round. At 18th level, a warlock's fiendish resilience improves to +5 regeneration per round.

Level 10: Elemental Resistance: At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.

Level 12: Imbue Item: A warlock can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat).


Eldritch EssencesEssences modify the damage type of the Eldritch blast, as well as adding extra effects to the attack. The Warlock gains a new essence every 3 levels, beginning at level 1 and ending at level 21. All essences respect spell resistance unless stated otherwise.

    Eldritch Blast
    An eldritch blast is a ray with a range of 60 feet. It affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power every two warlock levels, reaching its peak at 10d6 damage at level 19 warlock.

    Hindering Blast
    Innate Level: 6
    In addition to normal eldritch blast damage, the hindering blast forces any creature struck to make a Will save or become slowed. A slowed creature moves and attacks at a drastically reduced rate, taking a -1 penalty on attack rolls, -4 penalty on AC, and -1 Reflex saves and moving at half its normal speed. Multiple slow effects don't stack.

    Hellrime Blast
    Innate Level: 4
    A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a -4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.

    Beshadowed Blast
    Innate Level: 4
    Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round, giving it a 50% chance to miss in combat, removing any Dexterity bonuses to AC, adding an additional -2 penalty to AC, and causing it to move at half speed.

    Brimstone Blast
    Innate Level: 3
    A brimstone blast deals fire damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until the duration expires. The fire damage persists for 1 round per five class levels you have.

    Utterdark Blast
    Innate Level: 8
    An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies.

    Vitriolic Blast
    Innate Level: 6
    A vitriolic blast deals acid damage, and is formed from conjured acid, making it different from all other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have.

    Noxious Blast
    Innate Level: 6
    Any creature struck by a noxious blast must make a Fortitude save or suffer the effects of being dazed for 10 rounds.
Blast ShapesThese abilities modify the range, target(s), or area of a Warlock's Eldritch blast. Unless otherwise noted, the Eldritch blast does normal damage. All widgets are gained upon taking the class, though they are not usable until the Warlock gains the required level. A Warlock gains a new shape every 5 levels, beginning at level 1 and ending at 15.

    No Shape
    This blast will strike a single target with a ranged touch attack, dealing double damage on a natural roll of 20.

    Eldritch Chain
    This blast shape will arc from the first target and deal half damage to a secondary target. You can strike a target for every five caster levels, though you may not hit the same creature more than once in a single chain. The chain ends with any misses.

    Eldritch Sphere
    The eldritch sphere deals the normal eldritch blast damage to all targets in a 5 meter radius around the caster. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the sphere can attempt a Reflex save for half damage.

    Eldritch Doom
    This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage all targets within a 20 foot area. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.


Optional FeatsThese feats are not automatically given.

    Eldritch Mastery
    Increases the power of Eldritch Blast by 50%.

    Requirements:

    • Epic character
    • 16+ levels of Warlock
    • 25+ ranks of Spellcraft
    • A custom feat taken in epic

    Ask a DM in-game for the feat if all these requirements are met.
MiscellanySome extra info/rulings...

  • You cannot be a Warlock/Bard multiclass, nor can you multiclass into something a Bard normally cannot (e.g. Monk).
  • Bard spells aren't restricted - use them all you like! These represent Warlock invocations.
  • Bard song is disabled upon taking the Warlock class, and any special bard songs similarly do not function.
  • Bear in mind that this isn't a class with as much polish or complexity as Knight Commander or Master Scout - it's something that used to be a DC request we decided to make public for everyone to enjoy.

_________________
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Thats the way it crumbles ... cookie-wise!


 
      
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