Post by Ataraxis Destin Skylar on Apr 20, 2023 3:35:36 GMT
Thanks to Hydran for the awesome classes!
Base Classes
Wild Mage [WILD SURGE NOT OPERATIONAL YET.]
- Hit Die: d4.
- Proficiencies: Proficient with wizard weapons. Wild Mages are not proficient with armor or shields.
- Skill Points (4 at 1st level): 2 + Int Modifier.
- Spellcasting: Arcane (Intelligence-based, spell preparation is required); wild mages begin the game knowing all cantrips and four 1st-level spells.
-Special: There is a 30% chance for a wild surge, these can be beneficial or harmful.
Blighter
- Alignment Restrictions: Any neutral or chaotic nongood.
- Hit Die: d8.
- Proficiencies: Proficient with druidic weapons, as well as light and medium armor and shields.
- Skill Points (4 at 1st level): 4 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored).
- Special: Although excluded from learning extensive shapeshifting. The blighter gains the Undead shape upon 21st level.
Favoured Soul
Being born a favored soul has both advantages and disadvantages. Like a cleric, a favored soul has access to her god's divine magic. Unlike a cleric, however, the magic of a favored soul is natural. As such, it is unlikely to be denied by her god. Because favored souls do not need to pray for their spells, deities don't need to approve or disapprove each and every incantation.
WARNING: To cast a spell, a favoured soul must have a Charisma score of 10 + the spell's level. For example, to cast a 9th-level spell, a favoured soul must have Charisma of 19.
- Hit Die: d8.
- Proficiencies: Proficient with simple weapons. Favoured Souls are proficient with Light, Medium Armour and Shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Divine (Charisma-based, no need for spell preparation). Must have a Charisma score of 10 + the spell's level to cast a spell.
-
Swashbuckler [Insightful Strike Scripting going in the next few days]
The Swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making them a versatile character indeed.
- Hit Die: d10.
- Proficiencies: All simple and martial weapons, light armour.
- Skill Points: 4 + Int Modifier.
- Class Skills : Bluff, Craft Armour, Craft Weapon, Persuade, Lore, Parry, Taunt, and Tumble.
ABILITIES:
Level Progression
1: Weapon Finesse
3: Insightful Strike - Applies your Intelligence bonus to damage rolls (in addition to any Strength bonus you may have).
5: Evasion, Swashbuckler Dodge - +1 AC (+1)
7: Mobility
10: Swashbuckler Dodge - +1 AC (+2)
11: Luck of Heroes
14: Bonus Feat
15: Swashbuckler Dodge - +1 AC (+3)
17: Slippery Mind
19: Bonus Feat
20: Swashbuckler Dodge - +1 AC (+4), Lightning Reflexes
Epic Levels:
Swashbucklers gain bonus feats every 3rd epic level after 20th (23rd, 26th, 29th, 32nd, 36th, 39th)
At Levels 25 and 30, the Swashbuckler gains +1 to their AC to the maximum cap at +6.
============================================================================================
Blood Mage [In Dev, Blood Mechanic on route]
Blood Magi do not use a traditional spellbook. Instead they use their own skin to carve runes of power to cast spells. The power that yields from this method of spellcasting harms the Blood Magi in return for potency in each cast. The damage is as follows:
Spell Level 0 - 1d2
Spell Level 1 - 1d4
Spell Level 2 - 1d6
Spell Level 3 - 1d8
Spell Level 4 - 1d10
Spell Level 5 - 1d12
Spell Level 6 - 2d10
Spell Level 7 - 2d12
Spell Level 8 - 3d10
Spell Level 9 - 5d10
WARNING: To cast a spell, a blood mage must have a Intelligence score of 10 + the spell's level. For example, to cast a 9th-level spell, a blood mage must have a Intelligence of 19.
-Alignment Restrictions: Any evil.
- Hit Die: d8.
- Proficiencies: Wizard Proficiency. Blood Mages are not proficient with armor or shields.
- Skill Points (*4 at 1st level): 4 + Intelligence Modifier.
- Spellcasting: Arcane (Intelligence-based, no spell preparation, spell failure from armor is a factor).
Hydran Agent — Today at 8:21 PM
=================================================================
Prestige Classes
Eldritch Knight
Eldritch knights can be found wherever there’s a good fight or the promise of arcane lore. They find higher level fighters and wizards particularly interesting, and some eldritch knights apprentice themselves for a time to learn the finer points of arcane technique or weapons prowess.
Requirements:
- Weapon Proficiency: Martial
- Weapon Proficiency: Shield
- Ability to cast 3rd level Spells.
Class Details:
- Hit Die: d6.
- Proficiencies: No extra proficiencies.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Every level after first gains +1 level to the existing arcane casting class.
- Bonus Feats gained at Level 1 and Level 10.
==========================================================================
Mystic Theurge
Mystic theurges are drawn from multiclass spellcasters who can already cast both arcane and divine spells, and the powers that they gain increase their mastery over both.
Requirements:
- 1 Level of Wizard.
- 1 Level of Cleric.
- Spellcraft: 10 Ranks
Class Details:
- Hit Die: d4.
- Proficiencies: No extra proficiencies.
- Base Attack Bonus: Low
- Skill Points : 2 + Int Modifier.
- Every level gains +1 to Arcane Spellcasting and +1 to Divine Spellcasting.
============================================================================
Salandran Warder
Often found at the site of great battlefields, Salandran Warders are those that tend to the sickly, injured and those in need. Their skills stem towards assisting and bringing others back to health as opposed to a combat role.
How warders accomplish this is by drawing upon the faith of Salandra and curing their wounded in that manner.
Typically members of good aligned clergies such as Illmater, Tyr and even such neutral deities that wish to uphold balance such as helm are seen as Warders. However there have been instances of martial focused individuals within the realm that have joined the Warders.
Requirements:
Alignment: Any Non Evil.
Skills: Heal 10, Lore 10
Feats: Skill Focus: Heal
WARNING: To cast a spell, a warder must have a Charisma score of 10 + the spell's level. For example, to cast a 2nd-level spell, a warder must have a Charisma of 12.
Class Features:
Hit Die: D4
Base Attack Bonus: Medium
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Progression:
Level 1: +1 Charisma, Spellcasting Progression
Level 2:
Level 3:
Level 4:
Level 5: Healing Domain Powers.
Level 6:
Level 7:
Level 8:
Level 9:
Level 10: +1 Charisma, Epic Skill Focus: Heal
====================================================================
Arcane Trickster
Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers.
Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclassed wizard/rogues or sorcerer/rogues.
Arcane tricksters tend to use a seat-of-the-pants approach to adventuring, loading up on spells that improve their stealth and mobility. Arcane tricksters are the sort of people who might bump into you in a crowded cavern.
Requirements:
Alignment: Any Non Lawful.
Skills: Disable Trap 8 Ranks, Set Trap 8 Ranks, Spellcraft 6 Ranks.
Spellcasting: Able to cast 3rd level arcane spells.
Special: Sneak Attack (2d6)
Class Features:
Hit Die: D4
Base Attack Bonus: Low
Weapon and Armor proficiency: None
Skill points: 4 + Int modifier
Progression:
Level 1: +1 Arcane Caster Level
Level 2: +1 Arcane Caster Level, 3d6 Sneak Attack.
Level 3: +1 Arcane Caster Level
Level 4: +1 Arcane Caster Level, 4d6 Sneak Attack.
Level 5: +1 Arcane Caster Level
Level 6: +1 Arcane Caster Level, 5d6 Sneak Attack.
Level 7: +1 Arcane Caster Level
Level 8: +1 Arcane Caster Level, 6d6 Sneak Attack.
Level 9: +1 Arcane Caster Level
Level 10: +1 Arcane Caster Level, 7d6 Sneak Attack.
=================================================================================
Bladesinger
Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, belying their deadly martial efficiency.
Multiclass fighter/wizards are the most obvious candidates for the prestige class, although any elf who can wield a martial weapon and cast arcane spells can become a bladesinger. Bladesinger ranger/wizards, rogue/wizards, and even bards are not unknown.
WARNING: To use the bladesinger spells, a bladesinger must have a Dexterity score of 10 + the spell's level. For example, to cast a 2nd-level spell, a bladesinger must have a Dexterity score of 12.
Requirements:
Race: Elf or half-elf.
Skills: Concentration 4, Tumble 2
Feats: Combat Casting, Expertise, Dodge, Weapon Focus: Longsword
BAB: +5
Spells: Able to cast arcane spells of 2nd level.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: Light.
Skill Points: 2 + Int modifier.
Class Abilities
Level 1: +1 Arcane Caster Level
Level 2: Skill Focus: Concentration, Mobility
Level 3: +1 Arcane Caster Level
Level 4:
Level 5: Bonus Feat: Spring Attack, +1 Arcane Caster Level
Level 6: Auto Still I
Level 7: +1 Arcane Caster Level
Level 8: Auto Still II
Level 9: +1 Arcane Caster Level
Level 10: Auto Still III
Spellcasting Progression: At each odd bladesinger level (1, 3, 5, 7, and 9), the character gains new spells per day in their arcane class (and spells known, if applicable).
============================================================================================
Deathstalker
Deathstalkers originally came from the murderous servants of Bhaal, the Lord of Murder. Over time other deities have inducted ex Bhaalite Deathstalkers into their ranks forming their own cult within each clergy. This group of priest-assassins are feared throughout their clergy.
These zealous killers are dedicated to their dark deity and emulate a small portion of their deities power. They will stop at nothing until all foes and adversaries in front of them are lying in a pool of their own blood.
Requirements:
Alignment: Any evil.
Spellcasting: Able to cast divine spells.
Skills: Hide 8 ranks, Lore 8 ranks, Move Silently 8 ranks.
Feats: Iron Will, 1d6 Sneak Attack damage
Class Features:
Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Special: Every odd level (1,3,5,7,9) will gain a divine caster level.
Progression:
Level 1: Zealous Heart, +1 Divine Caster Level
Level 2: Use Poison
Level 3: 1d6 Death Attack, +1 Divine Caster Level
Level 4:
Level 5: +1 Divine Caster Level
Level 6: 2d6 Death Attack
Level 7: Cloak of Murder, +1 Divine Caster Level
Level 8:
Level 9: 3d6 Death Attack, +1 Divine Caster Level
Level 10: Death Touch.
- Zealous Heart: Immunity to fear, magical or otherwise.
- Cloak of Murder: 20% Permanent Concealment.
================================================================
NWN Class Adjustments
Arcane Archer
+ No race restriction.
Assassin
+ Defensive roll at level 6
+ Improved Evasion at level 14.
+ Now has a spellbook to 4th level spells. Intelligence is the casting statistic.
Blackguard
+ Now has a spellbook to 4th level spells. Governed by wisdom.
Divine Champion
+ Any alignment can now become a divine champion.
Dragon Disciple [Colours to be implemented soon, currently standard]
Monk
+ Can now use Shurikens and Quarterstaffs with flurry of blows and unarmed attack progression.
Base Classes
Wild Mage [WILD SURGE NOT OPERATIONAL YET.]
- Hit Die: d4.
- Proficiencies: Proficient with wizard weapons. Wild Mages are not proficient with armor or shields.
- Skill Points (4 at 1st level): 2 + Int Modifier.
- Spellcasting: Arcane (Intelligence-based, spell preparation is required); wild mages begin the game knowing all cantrips and four 1st-level spells.
-Special: There is a 30% chance for a wild surge, these can be beneficial or harmful.
Blighter
- Alignment Restrictions: Any neutral or chaotic nongood.
- Hit Die: d8.
- Proficiencies: Proficient with druidic weapons, as well as light and medium armor and shields.
- Skill Points (4 at 1st level): 4 + Int Modifier.
- Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored).
- Special: Although excluded from learning extensive shapeshifting. The blighter gains the Undead shape upon 21st level.
Favoured Soul
Being born a favored soul has both advantages and disadvantages. Like a cleric, a favored soul has access to her god's divine magic. Unlike a cleric, however, the magic of a favored soul is natural. As such, it is unlikely to be denied by her god. Because favored souls do not need to pray for their spells, deities don't need to approve or disapprove each and every incantation.
WARNING: To cast a spell, a favoured soul must have a Charisma score of 10 + the spell's level. For example, to cast a 9th-level spell, a favoured soul must have Charisma of 19.
- Hit Die: d8.
- Proficiencies: Proficient with simple weapons. Favoured Souls are proficient with Light, Medium Armour and Shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Divine (Charisma-based, no need for spell preparation). Must have a Charisma score of 10 + the spell's level to cast a spell.
-
Swashbuckler [Insightful Strike Scripting going in the next few days]
The Swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making them a versatile character indeed.
- Hit Die: d10.
- Proficiencies: All simple and martial weapons, light armour.
- Skill Points: 4 + Int Modifier.
- Class Skills : Bluff, Craft Armour, Craft Weapon, Persuade, Lore, Parry, Taunt, and Tumble.
ABILITIES:
Level Progression
1: Weapon Finesse
3: Insightful Strike - Applies your Intelligence bonus to damage rolls (in addition to any Strength bonus you may have).
5: Evasion, Swashbuckler Dodge - +1 AC (+1)
7: Mobility
10: Swashbuckler Dodge - +1 AC (+2)
11: Luck of Heroes
14: Bonus Feat
15: Swashbuckler Dodge - +1 AC (+3)
17: Slippery Mind
19: Bonus Feat
20: Swashbuckler Dodge - +1 AC (+4), Lightning Reflexes
Epic Levels:
Swashbucklers gain bonus feats every 3rd epic level after 20th (23rd, 26th, 29th, 32nd, 36th, 39th)
At Levels 25 and 30, the Swashbuckler gains +1 to their AC to the maximum cap at +6.
============================================================================================
Blood Mage [In Dev, Blood Mechanic on route]
Blood Magi do not use a traditional spellbook. Instead they use their own skin to carve runes of power to cast spells. The power that yields from this method of spellcasting harms the Blood Magi in return for potency in each cast. The damage is as follows:
Spell Level 0 - 1d2
Spell Level 1 - 1d4
Spell Level 2 - 1d6
Spell Level 3 - 1d8
Spell Level 4 - 1d10
Spell Level 5 - 1d12
Spell Level 6 - 2d10
Spell Level 7 - 2d12
Spell Level 8 - 3d10
Spell Level 9 - 5d10
WARNING: To cast a spell, a blood mage must have a Intelligence score of 10 + the spell's level. For example, to cast a 9th-level spell, a blood mage must have a Intelligence of 19.
-Alignment Restrictions: Any evil.
- Hit Die: d8.
- Proficiencies: Wizard Proficiency. Blood Mages are not proficient with armor or shields.
- Skill Points (*4 at 1st level): 4 + Intelligence Modifier.
- Spellcasting: Arcane (Intelligence-based, no spell preparation, spell failure from armor is a factor).
Hydran Agent — Today at 8:21 PM
=================================================================
Prestige Classes
Eldritch Knight
Eldritch knights can be found wherever there’s a good fight or the promise of arcane lore. They find higher level fighters and wizards particularly interesting, and some eldritch knights apprentice themselves for a time to learn the finer points of arcane technique or weapons prowess.
Requirements:
- Weapon Proficiency: Martial
- Weapon Proficiency: Shield
- Ability to cast 3rd level Spells.
Class Details:
- Hit Die: d6.
- Proficiencies: No extra proficiencies.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Every level after first gains +1 level to the existing arcane casting class.
- Bonus Feats gained at Level 1 and Level 10.
==========================================================================
Mystic Theurge
Mystic theurges are drawn from multiclass spellcasters who can already cast both arcane and divine spells, and the powers that they gain increase their mastery over both.
Requirements:
- 1 Level of Wizard.
- 1 Level of Cleric.
- Spellcraft: 10 Ranks
Class Details:
- Hit Die: d4.
- Proficiencies: No extra proficiencies.
- Base Attack Bonus: Low
- Skill Points : 2 + Int Modifier.
- Every level gains +1 to Arcane Spellcasting and +1 to Divine Spellcasting.
============================================================================
Salandran Warder
Often found at the site of great battlefields, Salandran Warders are those that tend to the sickly, injured and those in need. Their skills stem towards assisting and bringing others back to health as opposed to a combat role.
How warders accomplish this is by drawing upon the faith of Salandra and curing their wounded in that manner.
Typically members of good aligned clergies such as Illmater, Tyr and even such neutral deities that wish to uphold balance such as helm are seen as Warders. However there have been instances of martial focused individuals within the realm that have joined the Warders.
Requirements:
Alignment: Any Non Evil.
Skills: Heal 10, Lore 10
Feats: Skill Focus: Heal
WARNING: To cast a spell, a warder must have a Charisma score of 10 + the spell's level. For example, to cast a 2nd-level spell, a warder must have a Charisma of 12.
Class Features:
Hit Die: D4
Base Attack Bonus: Medium
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Progression:
Level 1: +1 Charisma, Spellcasting Progression
Level 2:
Level 3:
Level 4:
Level 5: Healing Domain Powers.
Level 6:
Level 7:
Level 8:
Level 9:
Level 10: +1 Charisma, Epic Skill Focus: Heal
====================================================================
Arcane Trickster
Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers.
Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclassed wizard/rogues or sorcerer/rogues.
Arcane tricksters tend to use a seat-of-the-pants approach to adventuring, loading up on spells that improve their stealth and mobility. Arcane tricksters are the sort of people who might bump into you in a crowded cavern.
Requirements:
Alignment: Any Non Lawful.
Skills: Disable Trap 8 Ranks, Set Trap 8 Ranks, Spellcraft 6 Ranks.
Spellcasting: Able to cast 3rd level arcane spells.
Special: Sneak Attack (2d6)
Class Features:
Hit Die: D4
Base Attack Bonus: Low
Weapon and Armor proficiency: None
Skill points: 4 + Int modifier
Progression:
Level 1: +1 Arcane Caster Level
Level 2: +1 Arcane Caster Level, 3d6 Sneak Attack.
Level 3: +1 Arcane Caster Level
Level 4: +1 Arcane Caster Level, 4d6 Sneak Attack.
Level 5: +1 Arcane Caster Level
Level 6: +1 Arcane Caster Level, 5d6 Sneak Attack.
Level 7: +1 Arcane Caster Level
Level 8: +1 Arcane Caster Level, 6d6 Sneak Attack.
Level 9: +1 Arcane Caster Level
Level 10: +1 Arcane Caster Level, 7d6 Sneak Attack.
=================================================================================
Bladesinger
Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, belying their deadly martial efficiency.
Multiclass fighter/wizards are the most obvious candidates for the prestige class, although any elf who can wield a martial weapon and cast arcane spells can become a bladesinger. Bladesinger ranger/wizards, rogue/wizards, and even bards are not unknown.
WARNING: To use the bladesinger spells, a bladesinger must have a Dexterity score of 10 + the spell's level. For example, to cast a 2nd-level spell, a bladesinger must have a Dexterity score of 12.
Requirements:
Race: Elf or half-elf.
Skills: Concentration 4, Tumble 2
Feats: Combat Casting, Expertise, Dodge, Weapon Focus: Longsword
BAB: +5
Spells: Able to cast arcane spells of 2nd level.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: Light.
Skill Points: 2 + Int modifier.
Class Abilities
Level 1: +1 Arcane Caster Level
Level 2: Skill Focus: Concentration, Mobility
Level 3: +1 Arcane Caster Level
Level 4:
Level 5: Bonus Feat: Spring Attack, +1 Arcane Caster Level
Level 6: Auto Still I
Level 7: +1 Arcane Caster Level
Level 8: Auto Still II
Level 9: +1 Arcane Caster Level
Level 10: Auto Still III
Spellcasting Progression: At each odd bladesinger level (1, 3, 5, 7, and 9), the character gains new spells per day in their arcane class (and spells known, if applicable).
============================================================================================
Deathstalker
Deathstalkers originally came from the murderous servants of Bhaal, the Lord of Murder. Over time other deities have inducted ex Bhaalite Deathstalkers into their ranks forming their own cult within each clergy. This group of priest-assassins are feared throughout their clergy.
These zealous killers are dedicated to their dark deity and emulate a small portion of their deities power. They will stop at nothing until all foes and adversaries in front of them are lying in a pool of their own blood.
Requirements:
Alignment: Any evil.
Spellcasting: Able to cast divine spells.
Skills: Hide 8 ranks, Lore 8 ranks, Move Silently 8 ranks.
Feats: Iron Will, 1d6 Sneak Attack damage
Class Features:
Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Special: Every odd level (1,3,5,7,9) will gain a divine caster level.
Progression:
Level 1: Zealous Heart, +1 Divine Caster Level
Level 2: Use Poison
Level 3: 1d6 Death Attack, +1 Divine Caster Level
Level 4:
Level 5: +1 Divine Caster Level
Level 6: 2d6 Death Attack
Level 7: Cloak of Murder, +1 Divine Caster Level
Level 8:
Level 9: 3d6 Death Attack, +1 Divine Caster Level
Level 10: Death Touch.
- Zealous Heart: Immunity to fear, magical or otherwise.
- Cloak of Murder: 20% Permanent Concealment.
================================================================
NWN Class Adjustments
Arcane Archer
+ No race restriction.
Assassin
+ Defensive roll at level 6
+ Improved Evasion at level 14.
+ Now has a spellbook to 4th level spells. Intelligence is the casting statistic.
Blackguard
+ Now has a spellbook to 4th level spells. Governed by wisdom.
Divine Champion
+ Any alignment can now become a divine champion.
Dragon Disciple [Colours to be implemented soon, currently standard]
Monk
+ Can now use Shurikens and Quarterstaffs with flurry of blows and unarmed attack progression.