CLASSes you'dl ike to see here - name them and tell why
+4
DM Drachen
Valerion
Animayhem
GM_ODA
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CLASSes you'dl ike to see here - name them and tell why
I've seen a few requests in chat for Spellswords and Osteomancers... any input? requests?
Be well. Game on.
GM_ODA
Be well. Game on.
GM_ODA
Re: CLASSes you'dl ike to see here - name them and tell why
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.
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.
Animayhem- Forum Oracle
- Number of posts : 2213
Registration date : 2010-07-11
Character sheet
Character Name: Charia/Arys
Race: Half-Elf
Overall Level: 30/30
Re: CLASSes you'dl ike to see here - name them and tell why
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.
Valerion- Forum Sage
- Number of posts : 917
Age : 34
Registration date : 2011-12-24
Character sheet
Character Name: Valerion
Race: Human
Overall Level: 40
Re: CLASSes you'dl ike to see here - name them and tell why
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!
The spellsword suggestion I really like!
DM Drachen- Forum Sage
- Number of posts : 683
Age : 32
Location : Michigan, USA, EST
Registration date : 2011-01-07
Character sheet
Character Name:
Race: Human
Overall Level:
Re: CLASSes you'dl ike to see here - name them and tell why
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
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
BobbyBrown15- Forum Sage
- Number of posts : 521
Age : 31
Location : Roseville, MN, USA (not online tuesdays, fridays or saturdays)
Registration date : 2012-09-28
Character sheet
Character Name: Vashan Wilkina
Race: Human
Overall Level: 28 Total (19 Sorc/9 RDD)
Re: CLASSes you'dl ike to see here - name them and tell why
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
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
DM Drachen- Forum Sage
- Number of posts : 683
Age : 32
Location : Michigan, USA, EST
Registration date : 2011-01-07
Character sheet
Character Name:
Race: Human
Overall Level:
Re: CLASSes you'dl ike to see here - name them and tell why
Dread Necromancer an option?
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
Spellbook
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
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 |
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 |
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
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 |
Moonchild- Posting Knave
- Number of posts : 59
Age : 39
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
Re: CLASSes you'dl ike to see here - name them and tell why
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?
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?
Shar- Forum Vizier
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Re: CLASSes you'dl ike to see here - name them and tell why
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
Be well. Game on.
GM_ODA
Re: CLASSes you'dl ike to see here - name them and tell why
From 1rst edition ... Cavalier ... possibly a "remake" of Purple Dragon Knight class? ( since it's practically useless?)
Since there are mounts ( though I've yet to find any lol) , specialized mounted combatants for over-land travel, might be nice addition.
Since there are mounts ( though I've yet to find any lol) , specialized mounted combatants for over-land travel, might be nice addition.
BenevolentDevil- Forum Courtier
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» prestiege classes
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