CLASSes you'dl ike to see here - name them and tell why

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CLASSes you'dl ike to see here - name them and tell why

Post  GM_ODA on Tue Nov 27, 2012 6:40 pm

I've seen a few requests in chat for Spellswords and Osteomancers... any input? requests?

Be well. Game on.
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Re: CLASSes you'dl ike to see here - name them and tell why

Post  Animayhem on Tue Nov 27, 2012 6:51 pm

Spellswords or Spell Baldes as they are called. A'rys is sorta like that.

Eldritch Knight

Table: The Eldritch Knight



Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special



1st

+1

+2

+0

+0

Bonus feat



2nd

+2

+3

+0

+0

+1 level of existing arcane spellcasting class



3rd

+3

+3

+1

+1

+1 level of existing arcane spellcasting class



4th

+4

+4

+1

+1

+1 level of existing arcane spellcasting class



5th

+5

+4

+1

+1

+1 level of existing arcane spellcasting class



6th

+6

+5

+2

+2

+1 level of existing arcane spellcasting class



7th

+7

+5

+2

+2

+1 level of existing arcane spellcasting class



8th

+8

+6

+2

+2

+1 level of existing arcane spellcasting class



9th

+9

+6

+3

+3

+1 level of existing arcane spellcasting class



10th

+10

+7

+3

+3

+1 level of existing arcane spellcasting class


Hit Die

d6.

Requirements

To qualify to become an eldritch knight, a character must fulfill all the following criteria.

Weapon Proficiency

Must be proficient with all martial weapons.

Spells

Able to cast 3rd-level arcane spells.

Class Skills

The eldritch knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).

Skill Points at Each Level

2 + Int modifier.

Class Features

All of the following are features of the eldritch knight prestige class.

Weapon and Armor Proficiency

Eldritch knights gain no proficiency with any weapon or armor.

Bonus Feat

At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.

Spells per Day

From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.


Hierophant

Table: The Hierophant



Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special



1st

+0

+2

+0

+2

Special ability



2nd

+1

+3

+0

+3

Special ability



3rd

+1

+3

+1

+3

Special ability



4th

+2

+4

+1

+4

Special ability



5th

+2

+4

+1

+4

Special ability


Hit Die

d8.

Requirements

To qualify to become a hierophant, a character must fulfill all the following criteria.

Skills

Knowledge (religion) 15 ranks.

Feats

Any metamagic feat.

Spells

Able to cast 7th-level divine spells.

Class Skills

The hierophant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + Int modifier.

Class Features

All the following are Class Features of the hierophant prestige class.

Weapon and Armor Proficiency

Hierophants gain no proficiency with any weapon or armor.

Spells and Caster Level

Levels in the hierophant prestige class, even though they do not advance spell progression in the character’s base class, still stack with the character’s base spellcasting levels to determine caster level.

Special Ability

Every level, a hierophant gains a special ability of his choice from among the following.

Blast Infidel (Su)

A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.



Hierophant Alignment

Opposed Alignment




1.A neutral hierophant chooses one of these alignments to be the one that he opposes, for the purposes of this special ability.




Lawful good

Chaotic evil



Neutral good

Neutral evil



Chaotic good

Lawful evil



Lawful neutral

Chaotic neutral



Neutral

Lawful good, chaotic good, lawful evil, chaotic evil1



Chaotic neutral

Lawful neutral



Lawful evil

Chaotic good



Neutral evil

Neutral good



Chaotic evil

Lawful good


Divine Reach (Su)

A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.

Faith Healing (Su)

A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).

Gift of the Divine (Su)

Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant’s cleric level but uses her own Charisma modifier.

Mastery of Energy (Su)

Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.

Metamagic Feat

A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired.

Power of Nature (Su)

Available only to hierophants with druid levels, this ability allows a hierophant to temporarily transfer one or more of his druid Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the hierophant cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion.

The druid’s wild shape ability can be partially or completely transferred. The heirophant choses how many uses of wild shape per day to give to transfer and retains the rest of the uses for himself. If the hierophant can assume the form of Tiny or Huge animals, the recipient can as well.

As with the imbue with spell ability spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities.

Spell Power

This special ability increases a hierophant’s effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.

Spell-Like Ability

A hierophant who selects this special ability can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used twice per day. The hierophant does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP.

The spell normally uses a spell slot of the spell’s level (or higher, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The hierophant can use an available higher-level spell slot to use the spell-like ability more than twice per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. If selected more than one time as a special ability, this ability can apply to the same spell (increasing the number of times per day it can be used) or to a different spell.


Mystic Theurge

Table: The Mystic Theurge



Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Spells per Day



1st

+0

+0

+0

+2

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



2nd

+1

+0

+0

+3

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



3rd

+1

+1

+1

+3

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



4th

+2

+1

+1

+4

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



5th

+2

+1

+1

+4

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



6th

+3

+2

+2

+5

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



7th

+3

+2

+2

+5

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



8th

+4

+2

+2

+6

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



9th

+4

+3

+3

+6

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class



10th

+5

+3

+3

+7

+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


Hit Die

d4.

Requirements

To qualify to become a mystic theurge, a character must fulfill all the following criteria.

Skills

Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.

Spells

Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills

The mystic theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + Int modifier.

Class Features

All of the following are features of the mystic theurge prestige class.

Weapon and Armor Proficiency

Mystic theurges gain no proficiency with any weapon or armor.

Spells per Day

When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.


Arcane Trickster

Hit Die

d4.

Requirements

To qualify to become an arcane trickster, a character must fulfill all of the following criteria.

Alignment

Any nonlawful.

Skills

Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.

Spells

Ability to cast mage hand and at least one arcane spell of 3rd level or higher.

Special

Sneak attack +2d6.

Class Skills

The arcane trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level

4 + Int modifier.

Table: The Arcane Trickster



Level

Base
Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special

Spells per Day



1st

+0

+0

+2

+2

Ranged legerdemain 1/day

+1 level of existing class



2nd

+1

+0

+3

+3

Sneak attack +1d6

+1 level of existing class



3rd

+1

+1

+3

+3

Impromptu sneak attack 1/day

+1 level of existing class



4th

+2

+1

+4

+4

Sneak attack +2d6

+1 level of existing class



5th

+2

+1

+4

+4

Ranged legerdemain 2/day

+1 level of existing class



6th

+3

+2

+5

+5

Sneak attack +3d6

+1 level of existing class



7th

+3

+2

+5

+5

Impromptu sneak attack 2/day

+1 level of existing class



8th

+4

+2

+6

+6

Sneak attack +4d6

+1 level of existing class



9th

+4

+3

+6

+6

Ranged legerdemain 3/day

+1 level of existing class



10th

+5

+3

+7

+7

Sneak attack +5d6

+1 level of existing class


Class Features

All of the following are Class Features of the arcane trickster prestige class.

Weapon and Armor Proficiency

Arcane tricksters gain no proficiency with any weapon or armor.

Spells per Day

When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.

Ranged Legerdemain

An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

An arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

Sneak Attack

This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.

Impromptu Sneak Attack

Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.



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Animayhem
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Character Name: Charia/Arys
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Overall Level: 30/30

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Re: CLASSes you'dl ike to see here - name them and tell why

Post  Valerion on Tue Nov 27, 2012 10:37 pm

Lactomancers! No honestly, no idea which class I would like to see extra, though I would like to see monks more balanced, I mean...they are kind of "ultimate killing machines" in NWN as in DnD 3.0.
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Valerion
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Re: CLASSes you'dl ike to see here - name them and tell why

Post  DM Drachen on Wed Nov 28, 2012 4:54 pm

I'd like to see my Eldritch Thrall class suggestion implemented. I'd also like to see a class based on mind magic entirely, like a psion. There is some cool class in PRC that is 'Truenamer' or such, that works based on speaking names, I assume! Which do some crazy mind magics, and stuff. Psion type class would be a nice implement.

The spellsword suggestion I really like!
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Re: CLASSes you'dl ike to see here - name them and tell why

Post  BobbyBrown15 on Wed Nov 28, 2012 8:59 pm

Sorceror PRC,
Bloodmage,

Latent power in the blood of sorcerors unleashed making them much more powerful, unlocked through a ritual that could kill them(could do this last part or not)

if anyone likes this idea we can decide specifics
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BobbyBrown15
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Character Name: Vashan Wilkina
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Overall Level: 28 Total (19 Sorc/9 RDD)

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Re: CLASSes you'dl ike to see here - name them and tell why

Post  DM Drachen on Thu Nov 29, 2012 5:42 am

Summoner.

This class is purely based on summoning, and summoning alone!

Requirements: 8 Spellcraft, 5 Levels of Wizard or Sorcerer

d4 HP/Level
BAB: + 1 / 3 levels

- The summoner gains bonus spell slots equivalent to the palemaster class. Less, though. I'm not sure how much PM gives, but it gives a lot.
- Every five levels the summons get extra +1 damage.
- Every 2 levels the summons gain several upgrades, which will be listed below.

Level 1: Summon gains +1 STR
Level 2: Summon gains +1 STR, +1 CON
Level 3: Summon gains +2 STR, + 1 CON
Level 4: Summon gains +2 STR, +2 CON
Level 5: Summon gains +2 STR, +2 CON, +1 AC, +1 Damage
Level 6: Summon gains +2 STR, +2 CON, +1 AC, +1 Damage
Level 7: Summon gains +2 STR, +2 CON, +2 AC, +1 Damage
10: Summon gains +3 STR, +2 CON, +2 AC, +2 Damage
11: Summon gains +3 STR, +3 CON, +2 AC, +2 Damage
12: Summon gains +4 STR, +3 CON, +2 AC, +2 Damage
13: Summon gains +4 STR, +4 CON, +2 AC, +2 Damage
14: Summoner can summon two summons at once. (Needs individual casts, though)
15: Each summon gains +4 STR, +4 CON, +2 AC, +3 Damage
Level 16: Each summon gains +4 STR, +4 CON, +2 DEX, +2 AC, +3 Damage
Level 17: Each summon gains +4 STR, +4 CON, +2 DEX, +2 AC, +3 Damage
Level 18: Casting a summoning spell creates two summons
Level 19: +4 STR, +4 CON, +3 DEX, +2 AC, +3 Damage
Level 20: +4 STR, +4 CON, +4 DEX, +3 AC, +4 Damage
21: +5 STR, +4 CON, +4 DEX, +3 AC, +4 Damage
22: +6 STR, +4 CON, +4 DEX, +3 AC, +4 Damage
23: +6 STR, +5 CON, +4 DEX, +3 AC, +4 Damage
24: +6 STR, +6 CON, +4 DEX, +3 AC, +4 Damage
25: +6 STR, +6 CON, +5 DEX, +3 AC, +5 Damage
26: +6 STR, +6 CON, +6 DEX, +3 AC, +5 Damage
27: +6 STR, +6 CON, +6 DEX, +4 AC, +5 Damage
28: +6 STR, +6 CON, +6 DEX, +5 AC, +5 Damage
29: +6 STR, +6 CON, +6 DEX, +6 AC, +5 Damage,
30: +6 STR, +6 CON, +6 DEX, +6 AC, +6 Damage

I can see this working for wizard, giving them bonus spell slots every 2 levels, going like...
level 1 +1 Spellslot of level 3 spells,
Level 3: +1 spellslot of level 4 spells,
Level 5: +1 spellslot of level 5 spells
level 7: +1 spellslot of level 6 spells
level 9: +1 spellslot of level 7 spells
level 11: +1 spellslot of level 8 spells
level 13: +1 spellslot of level 9 spells

Skills
Concentration
Spellcraft
Heal
Lore

Saves
+1 Will/2 Levels, +1 Fort/3 Levels, +1 Reflex/4 levels
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Re: CLASSes you'dl ike to see here - name them and tell why

Post  Moonchild on Tue Dec 18, 2012 6:48 am

Dread Necromancer an option? Smile

Bit busy, mebbe I'll post it's...actually, bah. Here:
:: Dread Necromancer ::







(BASE CLASS)

A specialist wizard who calls himself a necromancer or a cleric with
the Death domain has significant power over undead and the forces of
negative energy, but a dread necromancer is their true master. A
practitioner of vile and forbidden arts, the dread necromancer roots
about in graveyards, searching out moldering components for her obscene
spells. She calls upon restless, tormented spirits of the dead, seeking
their arcane secrets. She might be a consummate villain, or perhaps a
tortured hero whose obsession with death leads her along questionable
moral paths.


- Hit Die: d6

- Alignment: any non-good

- Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour.

- Skill Points: 2 + Int Modifier


ABILITIES:


Level

1: Charnel Touch - Negative energy touch

Rebuke Undead

2: Lich Body - DR 2

3: Negative Energy Burst 1/day

4: Mental Bastion +2 - +2 Saves against poison and disease

5: Fear Aura

6: Scabrous Touch 1/day - Contagion on touch

7: Lich Body - DR 4

8: Negative Energy Burst 2/day

Undead Mastery - Add your charisma modifier to the number of undead you can control

9: Negative Energy Resistance - +4 saves against negative energy

10: Immunity to Sneak Attack

11: Lich Body - DR 6

Scabrous Touch 2/day

12: Enervating Touch - Negative level touch

13: Negative Energy Burst 3/day

14: Mental Bastion +4

15: Lich Body - DR 8

16: Scabrous Touch 3/day

17: Enervating Touch - Double uses

Immunity to Critical Hits

18: Negative Energy Burst 4/day

19: Craft Wondrous Item

20: Lich Transformation - Gain Lich template.


SPELLCASTING


To cast a spell, the Dread Necromancer must have a Charisma score of
10 + the spell level. The DC of a Dread Necromancer's spell is 10 +
Spell Level + Charisma Modifier. A Dread Necromancer's caster level is
equal to his class level. He is a spontaneous caster who knows all his
spells.


Spells per day:

Level: 1 2 3 4 5 6 7 8 9


1: 3 - - - - - - - -

2: 4 - - - - - - - -

3: 5 - - - - - - - -

4: 6 3 - - - - - - -

5: 6 4 - - - - - - -

6: 6 5 3 - - - - - -

7: 6 6 4 - - - - - -

8: 6 6 5 3 - - - - -

9: 6 6 6 4 - - - - -

10: 6 6 6 5 3 - - - -

11: 6 6 6 6 4 - - - -

12: 6 6 6 6 5 3 - - -

13: 6 6 6 6 6 4 - - -

14: 6 6 6 6 6 5 3 - -

15: 6 6 6 6 6 6 4 - -

16: 6 6 6 6 6 6 5 3 -

17: 6 6 6 6 6 6 6 4 -

18: 6 6 6 6 6 6 6 5 3

19: 6 6 6 6 6 6 6 6 4

20: 6 6 6 6 6 6 6 6 5



LvL BAB Fort Ref Will

1

0

0

0

2

2

1

0

0

3

3

1

1

1

3

4

2

1

1

4

5

2

1

1

4

6

3

2

2

5

7

3

2

2

5

8

4

2

2

6

9

4

3

3

6

10

5

3

3

7

11

5

3

3

7

12

6

4

4

8

13

6

4

4

8

14

7

4

4

9

15

7

5

5

9

16

8

5

5

10

17

8

5

5

10

18

9

6

6

11

19

9

6

6

11

20

10

6

6

12




Class Skills Cross Class Skills

Bluff

Appraise

Concentration

Balance

Craft Armor

Climb

Craft Trap

Disable Trap

Craft Weapon

Discipline

Craft(General)

Heal

Craft(Poisonmaking)

Iaijutsu Focus

Craft(alchemy)

Jump

Hide

Listen

Intimidate

Move Silently

Lore

Open Lock

Spellcraft

Parry

Truespeak

Perform


Persuade


Pick Pocket


Psicraft


Ride


Search


Sense Motive


Set Trap


Spot


Taunt


Tumble



Level # of bonus feats Feats Granted Feats Become Selectable

1

1


Armor Proficiency (light)
Armored Mage (Ex)
Charnel Touch
Climb
End Spell Effects
Examine Recipe and Craft Item
Holding the Charge: Toggle
Holding the Charge: Touch Attack
Jump
Mount Actions
PRC Options
Teleport Options
Turn Undead
Weapon Proficiencies: Simple
Weapon Proficiency (simple)


Ambidexterity
Attune Gem
Bane Magic
Battle Caster
Blood of the Warlord
Breath Channeling Feats
Chosen of Evil
Cloak Dance
Craft Construct
Craft Skull Talisman
Dark Speech
Dark Whispers
Daunting Presence
Deflect Arrows
Deformity (Eyes)
Deformity (Madness)
Deformity (Parasite)
Disciple of Darkness
Discipline of the Sun
Divine Might
Divine Shield
Draconic Feats
Eschew Materials
Extra Draconic Auras
Extra Turning
Holy Radiance
Improved Many Shot
Inscribe Rune
Many Shot
Master's Will
Metabreath Feats
Nimbus of Light
Pinpoint Accuracy
Profane Lifeleech
Quicken Spell
Reckless Offense
Reflexive Psychosis
Sacred Vengeance
Sacred Vitality
Scribe Scroll
Servant of The Heavens
Spell Focus
Spellfire Wielder
Strength of Two
Sudden Empower
Sudden Extend
Sudden Maximize
Sudden Widen
Thrall to Demon
Two-Weapon Fighting
Weapon Proficiencies: Martial

2

0


Lich Body


3

0


Negative Energy Burst


Brew Potion

4

0


Mental Bastion


5

0


Fear Aura


Craft Magic Arms and Armor
Craft Wand

6

0


Scabrous Touch


7

0


Summon Familiar


8

0


Negative Energy Burst
Undead Mastery


9

0


Negative Energy Resistance


Craft Rod

10

0


Immunity: Sneak Attack


11

0


Scabrous Touch


12

0


Enervating Touch


Craft Staff
Forge Ring

13

0


Negative Energy Burst


14

0



15

0



16

0


Scabrous Touch


17

0


Immunity: Critical Hits


18

0


Negative Energy Burst


19

0


Craft Wondrous Item


20

0


Lich Transformation


21

0



Automatic Quicken Spell I
Automatic Quicken Spell II
Automatic Quicken Spell III
Automatic Silent Spell I
Automatic Silent Spell II
Automatic Silent Spell III
Automatic Still Spell I
Automatic Still Spell II
Automatic Still Spell III
Blinding Speed
Epic Energy Resistance
Epic Spell Focus
Epic Spell Penetration
Focused Spell Penetration
Great Charisma I
Great Charisma II
Great Charisma III
Great Charisma IV
Great Charisma IX
Great Charisma V
Great Charisma VI
Great Charisma VII
Great Charisma VIII
Great Charisma X
Ignore Material Components
Improved Combat Casting
Psionic Feats
Zone Of Animation

22

0



23

0



24

1



25

0



26

0



27

1



28

0



29

0



30

1



31

0



32

0



33

1



34

0



35

0



36

1



37

0



38

0



39

1



40

1





Spellbook




Level Spells

1


Angry Ache
Bane
Bestow Wound
Blade of Blood
Cause Fear
Chill Touch
Detect Undead
Doom
Hide From Undead
Inflict Light Wounds
Necrotic Awareness
Negative Energy Ray
Ray of Enfeeblement
Summon Undead I
Undetectable Alignment

2


Blindness / Deafness
Boneblast
Command Undead
Curse of Impending Blades
Darkness
Death Armor
Death Knell
False Life
Ghoul Touch
Inflict Moderate Wounds
Life Bolt
Living Undeath
Necrotic Cyst
Scare
Shriveling
Summon Undead 2

3


Animate Dead
Boneblade
Clutch of Orcus
Crushing Despair
Curse of Petty Failing
Greater Disrupt Undead
Halt Undead
Inflict Serious Wounds
Legion's Curse of Impending Blades
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Necrotic Bloat
Negative Energy Burst
Ray of Exhaustion
Slashing Darkness
Summon Undead 3
Unliving Weapon
Vampiric Touch
Wrack

4


Bestow Curse
Blood of the Martyr
Contagion
Death Ward
Dispel Magic
Doom Scarabs
Enervation
Evard's Black Tentacles
Fear
Grim Revenge
Inflict Critical Wounds
Liquid Pain
Necrotic Domination
Phantasmal Killer
Poison
Sinsabur's Baleful Bolt
Stop Heart
Summon Undead 4

5


Beltyn's Burning Blood
Circle of Doom
Cloudkill
Fire in the Blood
Greater Dispelling
Legion's Curse of Petty Failing
Lesser Planar Binding
Mass Contagion
Mass Inflict Light Wounds
Necrotic Burst
Night's Caress
Slay Living
Soul Scour
Summon Undead 5
Symbol of Pain
Undeath to Death
Waves of Fatigue

6


Acid Fog
Circle of Death
Create Undead
Ectoplasmic Enhancement
Eyebite
Ghoul Gauntlet
Harm
Mass Inflict Moderate Wounds
Necrotic Eruption
Planar Binding
Symbol of Fear
Waves of Exhaustion

7


Arrow of Bone
Avasculate
Control Undead
Destruction
Energy Ebb
Finger of Death
Greater Harm
Mass Inflict Serious Wounds
Song of Discord
Symbol of Weakness
Vile Death

8


Avascular Mass
Create Greater Undead
Gutwrench
Horrid Wilting
Last Judgement
Mass Inflict Critical Wounds
Necrotic Empowerment
Pestilence
Symbol of Death

9


Energy Drain
Mass Harm
Necrotic Termination
Plague of Undead
Wail of the Banshee
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Moonchild
Posting Knave

Number of posts : 59
Age : 31
Location : Beneath the gaze of moon and star, bathing in their soft light.
Registration date : 2012-09-23

Character sheet
Character Name: Mint
Race: Halfling
Overall Level: 15

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Re: CLASSes you'dl ike to see here - name them and tell why

Post  Shar on Tue Dec 18, 2012 7:15 am

First off, it seems that a lot of these are PRC ideas that can be easily emulated by a standard class. although its just my view; I think that if anything we should look into classes that are not easily roleplayed out because of the game mechanics and NEED implimented just to play. I love the idea of an Eldritch Thrall class and think it would add to gameplay but I also think that we need to be carful on this issue because some classes could be overtly unbalencing to the way the current classes are. An example of this (IMHO) is Truenamer.

Truenamers dabble in the language of "truespeak" known only to the oldest gods and acording to D&D lore can be used to alter reality itself or even "unmake" the universe at will by any who know the full language.

So in that and likley some other cases, we would have to nuter the class just to make it fesable as it was only ever intended for one on one (or small groups) in a Pen & Paper inviorment.

One change i would personaly like to see would be a revision to monks. Monks are members of religious orders (of any faith that aknolages them) and it would be good to see them played correctly. Perhaps useing the same Faith & Favor system that clerics use would be a good idea?

In any case however, I feel that the best option would be to perfect what we have now before we dabble in a new class or two. Lets get all the temples working so we can play the standard classes first you know?
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Shar
Forum Vizier

Number of posts : 1074
Registration date : 2012-01-15

Character sheet
Character Name: Ne'Sekoleth
Race:
Overall Level: 20

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Re: CLASSes you'dl ike to see here - name them and tell why

Post  GM_ODA on Tue Dec 18, 2012 7:52 am

Please keep the ideas coming in - this is just the stage where we poll the audience and ask for input so we can gauge our options. Nothing is being done yet to make these part of the game, but we want a goodly selection of choices when the time comes to choose and implement. On that note, I'm with you Shar, but at this stage, we are just 'testing the waters' and seeking input from the good people who will ultimately make use of our changes and additions.

Be well. Game on.
GM_ODA
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GM_ODA
Forum Oracle

Male Number of posts : 2616
Location : USA East Coast
Registration date : 2008-10-17

Character sheet
Character Name: Firkin Alechugger
Race: Dwarf
Overall Level: 11

http://playnwn.hopto.org/

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Re: CLASSes you'dl ike to see here - name them and tell why

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