New classes

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Clangeddin
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New classes

Postby Clangeddin » Sat Aug 15, 2015 6:53 pm

This thread contains info about the new classes released in Tales of Tethyr that were not in NWN2 Vanilla.

Source materials (if any) have been included as well. Keep in mind that classes do not translate perfectly from PnP to NwN2 engine, and, for balance reasons or saving of development time, even more so in a Persistent World.

The Following are the additions to the base classes.

Armiger
Hexblade
Knight
Ninja
Scout
Thug
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Clangeddin
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Armiger

Postby Clangeddin » Sat Aug 15, 2015 6:54 pm

Armigers are masters of defense, able to shrug off attacks that would destroy lesser combatants, and even increase the survivability of those around them. The armiger is built around maximizing the benefit of armor and shields. With large hit point totals, special defense-related talents, and an aptitude for unusual shields, armigers can carry the fight forward under the most difficult circumstances. The best armigers often find themselves the main thing standing between victory and a total party kill.

Source Material: http://www.d20pfsrd.com/classes/3rd-par ... es/armiger

Class Features:

Hit Die: d12

Base Attack Bonus: Medium.

High Saves: Fortitude and Will.

Weapon Proficiencies: Simple and martial weapons.

Armor Proficiencies: All armor (light, medium, and heavy) and all shields (including tower shields).

Skill Points: 2 + Int modifier per level, x4 at first level.

Class Skills: Craft Armor, Craft Weapon, Intimidate, Listen, Parry, Spot, Survival and Tumble.

Class Progression:

Bulwark: At 1st level, the Armiger gains an aura that grants +1 to all saving throws and +1 dodge bonus to armor class for all allies within 15 feet. This bonus does NOT apply to the Armiger, only to his allies. This ability gains +1 to Saving Throws and AC at 7th, 13th, 19th and 25th level.

Alertness: At 1st level, the armiger gains Alertness as bonus feat.

Toughness: At 1st level, the armiger gains Toughness as bonus feat.

Reflect: At 2nd level, while wearing a shield, the armiger gains a bonus to saving throws against spells equal to the sum of his Constitution and Wisdom Modifier. This bonus cannot exceed half of the armiger's class level.

Monkey Grip: At 2nd level, the armiger gains the ability to wield weapons that are normally two-handed for her/his race with only one hand at a -2 penalty to hit.

Bonus Feats: Starting at 3rd level, and every three levels thereafter, the armiger can choose one of the bonus feats from the list at the bottom. (if he meets the requirements).

Armored Damage Reduction: At 4th level, and every four levels thereafter, the armiger gains DR 1/- when wearing heavy armor. This feat also allows the armiger to make all forms of DR x/- from class, armor and shield stack with each other. DR from spells and race will not stack. The amount of DR granted by this feat cannot exceeed the Armiger's class level.

Heavy Armor Optimization: At 5th level, the Armiger gains Heavy Armor optimization as bonus feat.

Greater Heavy Armor Optimization: At 10th level, the Armiger gains Greater Heavy Armor optimization as bonus feat.

Safeguard: Beginning at 11th level, the Armiger can bestow the an amount of DR and resistances equal to a quarter of his class level to one selected ally within 30 feet. This ability lasts 1 minute and has a 1 minute cooldown.

Elemental Shield: At 14th level, as a swift action an armiger with a shield equipped gains energy immunity to Acid, Cold, Electrical, Fire and Sonic equal to 10% plus CON and WIS modifier. This shield lasts for one round per class level. This ability has a 3 minute cooldown.

Epic Heavy Armor Optimization: At 15th level, the Armiger gains Epic Heavy Armor optimization as bonus feat.

Unkillable: At 17th level, the armiger becomes immune to death magic.

Shield Paragon: At 20th level, while wearing a shield, the armiger becomes immune to critical hits and sneak attacks. In addition, he negates the attack bonus penalty from Monkey Grip and Tower Shield.

Epic Bonus Feats: Starting at 21th level, the armiger can select any feat as a bonus feat as long as he meets the requirements.

Bonus Feat List:
Combat Expertise
Disarm
Knockdown
Energy Resistance (Acid, Cold, Electrical, Fire or Sonic)
Improved Combat Expertise
Improved Disarm
Improved Knockdown
Steadfast Determination
Armor Skin
Epic Damage Reduction 3/6/9
Epic Energy Resistance I-X (Acid, Cold, Electrical, Fire or Sonic)
Epic Toughness I-X
Fast Healing I-II
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Clangeddin
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Knight

Postby Clangeddin » Sat Aug 15, 2015 6:55 pm

A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and fighting spirit allow her to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The knight's talent with heavy armor, shields, and defensive tactics grant her the ability to disrupt her foe's plans. Only the most talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, her allies can use their talents and abilities without fear of attack or harassment.

Source Material: http://archive.wizards.com/default.asp? ... 01a&page=2

Class Features:

Alignment: Lawful

Hit Die: d12

Base Attack Bonus: High.

High Saves: Will.

Weapon Proficiencies: Simple and martial weapons.

Armor Proficiencies: All armor (light, medium, and heavy) and all shields (except tower shields).

Skill Points: 2 + Int modifier per level, x4 at first level.

Class Skills: Craft Armor, Craft Weapon, Diplomacy, Intimidate, Listen, Lore, Parry, Spot and Tumble.

Class Progression:

Fighting Challenge: At 1st level, As a swift action, you can issue a challenge against a single opponent. If the target fails a Will Saving Throw (DC equal to the Knight's Taunt) you will gain +1 Will Saving throws, +1 to Attack Bonus and +1 to Damage for a 5 + CHA modifier rounds. This ability gains an additional +1 to Will Saving Throws, Attack Bonus and Damage at 7th, 13th, 19th and 25th level. This ability has a 1 minute cooldown.

Shield Block: At 2nd level, the knight gains an additional +1 to Shield AC (which stacks with the shield's AC enchantment) whenever he wears a shield. This bonus increases by an additional +1 at 11th, 20th and 29th level.

Vigilant Defender: At 3rd level, the knight's strict vigilance and active defensive maneuvers force his opponents to move with care. the knight and all enemies with 10 feet of him have their movement speed reduced by 10%. At 18th level, the radius size increases to 15 feet and the movement speed reduction increases to 20%. This is a stance can be toggled in and out at will with a 6 seconds cooldown.

Test of Mettle: At 4th level, the Knight can call out all enemies within 80 feet to attack him if they fail a Will Saving throw (DC equal to the Knight's Taunt). This ability has a 2 minutes cooldown.

Armor Specialization: At 4th level, the Knight gains Armor Specialization (Medium) as bonus feat. At 9th level, he gains Armor Specialization (Heavy) as well. Knights can make these feats stack with Epic Damage Reduction.

Bonus Feats: Starting at 5rd level, and every five levels thereafter, the armiger can choose one of the bonus feats from the list at the bottom. (if he meets the requirements).

Shield Ally: At 6th level, the knight can shield an ally from harm intercepting half of the damage received for 1 minute. This ability has a 1 minute cooldown. At 14th level, Shield Ally will intercept all the damage received by the ally, but the knight will still take half of it.

Call to Battle: At 8th level, as a swift action, the knight can grant all allies within 80 feet a bonus to Attack and Saving throws against Fear equal to his Charisma modifier for 1 minute. This ability has a 3 minute cooldown.

Daunting Challenge: At 12th level, as a swift action, the knight can inflict a fear effect that lasts 1 minute on all enemies within 80 feet if they fail a Will Saving throw vs Fear (DC equal to the Knight's Intimidate). This ability has a 4 minutes cooldown.

Indomitable Soul: At 16th level, Whenever the knight makes a Will save against a mind-affecting or fear ability, he can roll 2d20 and use the higher of the two die rolls.

Epic Resilience: At 17th level, the knight no longer automatically fails saving throws on a roll of 1.

Loyal Beyond Death: At 20th level, as a swift action, the Knight can deny death (even if his HP goes below 0) for a number of rounds equal to his Charisma modifier (minimum 2 rounds). This ability can only be used once per day.

Epic Bonus Feats: Starting at 25th level, the armiger can select any feat as a bonus feat as long as he meets the requirements.

Bonus Feat List:
Diehard
Deadly Defense
Great Fortitude
Iron Will
Improved Parry
Rapid Assault
Toughness
Armor Skin
Epic Damage Reduction (3/6/9)
Epic Fortitude
Epic Will
Epic Toughness I-IX
Last Stand
Rescue
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Hexblade

Postby LoneNurgling » Sun Oct 11, 2015 4:14 pm

Hexblade combines the dynamic power of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a for. The hexblade balances talents in combat and arcane spell casting.

Though a capable melee combatant, the hexblade relies on opportunistic use of her spells and special abilities to augment this role in the group. A hexblade with the proper skill selection can make a fine leader for a group comfortable with her style.

Source Material: Kaedrins custom

Class Features: Hexblade spell casting is based on Charisma

Hexblade will be unable to qualify for prestige classes that expect a certain arcane level or caster level. It can qualify for Dragon disciple or Arcane Archer

Spells Per Day (Charisma Based for bonus spells)
1st Level: 0 at 4th, 1 at 6th, 2 at 14th, 3 at 18th
2nd Level: 0 at 8th, 1 at 10th, 2 at 16th, 3 at 19th
3rd Level: 0 at 11th, 1 at 12th, 2 at 17th, 3 at 19th
4th Level: 0 at 14th, 1 at 15th, 2 at 19th, 3 at 20th

5 Spells are known at each level and are spontaneously cast. A hexblade caster level is equal to hexblade level -3(this can be brought up to her total hit dice using practiced caster).

(See Spell List below)

Alignment: Any non-good

Hit Die: d10

Base Attack Bonus: High.

High Saves: Fortitude,Will.

Weapon Proficiencies: Simple and martial weapons.

Armor Proficiencies: All armor (light, medium, and heavy) and all shields (except tower shields).

Skill Points: 2 + Int modifier per level, x4 at first level.

Class Skills: Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Intimidate, Heal, Lore, Parry, Spellcraft, Taunt, and Tumble.

Class Progression:

Level 1: Hexblade's Curse Once per day (a hexblade can unleash a curse upon a foe as an instant action. The target of the curse takes -2 penalty on attacks, saves, skill checks, and armor class rolls for 1 hour. A successful Will save [DC 10 + 1/2 of the Hexblade's Class level] negates the effect and does not consume a use of the curse. This curse will not stack, and can be removed with the "remove curse" spell). Cast once per day.

Armored Caster (As a Martial arcane caster using spell-like abilities, the hexblade does not suffer from arcane spell failure, her spells cannot be interrupted, her spells bypass spell resistance, and she cannot use metamagics).

Demoralize Opponent (You try to intimidate your opponent and demoralize them. Failure to make a will save (DC equal to d20 + Intimidate skill) causes the enemy to suffer a 2 point penalty to attack rolls, saving throws, and skill checks. This does not affect those immune to fear).

Level 2: Arcance Resistance (the hexblade gains a bonus equal to her base charisma bonus on saving throws. Bonus can not exceed the hexblade's level. Does not stack with dark blessing or dark one's own luck).

Level 3: Mettle (hexblade can resist magical and unusual attacks with great willpower and gains a +4 on fort and will saving throws. This bonus is only applied if atleast half of your hit dice are hexblade levels), Hexblade's curse can be used twice per day

Level 4: Dark Companion (any enemy within 10' of you takes a -2 penalty on its saves and to its AC. This Penalty stacks with the Hexblade's Curse Abilities.)

Level 5: Hexblade's Curse x3

Level 7: Greater Hexblade's Curse (the -2 bonus becomes a -4 bonus), Hexblade's Curse x4
Level 9: Hexblade's Curse x5
Level 11: Hexblade's Curse x6

Level 12: Aura of Unluck can be cast once per day (Create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a 20% chance of missing. Duration of the aura is 4 rounds + Charisma Bonus).

Level 13: Hexblade's Curse x7
Level 15: Hexblade's Curse x8
Level 16: Aura of Unluck can be cast twice per day.
Level 17: Hexblade's Curse x9

Level 19: Dire Hexblade's Curse can be cast once per day (this curse functions at -6), Hexblade's Curse x10

Level 20: Aura of Unluck can be cast three times per day.
Level 21: Hexblade's Curse x11
Level 23: Bonus Epic Feat, Hexblade's Curse x12
Level 24: Aura of Unluck can be cast four times per day.
Level 25: Hexblade's Curse x13
Level 26: Bonus Epic Feat
Level 27: Hexblade's Curse x14
Level 28: Aura of Unluck can be cast 5 times per day.
Level 29: Bonus Epic Feat, Hexblade's Curse x15

Bonus Feat List:
Curse of Lethargy (curse enemies with in 30' with slow spell for the duration of your curse, will save negates)
Curse of Silence (curse enemies with in 30" with the silence spell for the duration of your curse, will save negates)
Rhyme of Misfortune (your hexblade level stacks with your bard level to determine the effects of the curse song feat)
Ability Focus - Hexblade's Curse
Extra Hexblade Curse (plus 3 more uses)
Extra Aura of Unluck (plus 3 more uses)
Lingering Curse (ups curse to a 2 minute duration)
Lingering Aura (doubles the duration)
Boon of the Unlucky (trade Aura of Unluck for curse uses)
Epic Hexblade's Curse (-8 to stats, requires level 26)
Epic Misfortune (your curse now affects other hostile targets with 20' of the original target)
Epic Improved Aura of Unluck (you gain 50% concealment when using Aura of Unluck)

Spell List:
Level 1 Spells: Augment Companion, Entropic Shield, Expeditious Retreat, Identify, Protection from Evil
Level 2 Spells: Eagle's Splendor, Faerie Fire, Invisibility, Mirror Image, See Invisibility
Level 3 Spells: Slow, Greater Magic Weapon, Hound of Doom, Protection from Energy, Vampiric Touch
Level 4 Spells: Enervation, Greater Invisibility, Polymorph Self(War Troll), Remove Curse, Shadow Form
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Ninja

Postby LoneNurgling » Sun Oct 11, 2015 5:07 pm

Ninjas move through the shadows, striking down the unwary and the vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms: appearing and disappearing seemingly at a whim.

Source Material: Kaedrins

Class Features:

Alignment: Any

Hit Die: d6

Base Attack Bonus: Medium.

High Saves: Ref.

Weapon Proficiencies: Simple, Monk, and Rouge Weapons

Armor Proficiencies: None.

Skill Points: 6 + Int modifier per level, x4 at first level.

AC Bonus: A Ninja is highly trained at dodging blows, and she has a sizth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her wisdom bonus (if any) to her armor class. This Ability does not stack with the monk's AC bonus ability and the bonus can ot exceed the number of levels you have in the Ninja Class. In addtion, a ninja gains a +1 bonus (dodge) to AC at the following levels: 5,10,15,20,25,30 (for a total of +6).

Class Skills: Bluff, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Concentration, Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Search, Set Trap, Sleight of Hand, Spot, Tumble.

Class Progression:

Level 1:
Ki Power (a Ninja can channel her Ki to manifest special powers of stealth and mobility. She can use her Ki powers a number of times per day equal to her class level. Ki powers can be used only if a ninja is wearing no armor and is unencumbered)

Trap-finding
Sneak Attack +1d6

Level 2:
Ghost Step (Starting at the 2nd level, a ninja can spend one daily use of her ki power to become invisible for 3 rounds, at the 10th level a ninja can become ethereal when using ghost step instead of becoming invisable. This is an instantly activated ability)

Level 3: Sneak Attack +2d6, Poison Use

Level 5: Sneak Attack +3d6, AC Bonus +1

Level 6:
Acrobatics +2 (The Ninja gains +2 bonus to tumble checks).

Ki Dodge (A ninja can spend one daily use of her Ki power to cause an attack agaisnt her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment {20% Miss chance} against all attacks for 3 rounds. This is an instantly activated ability)

Level 7: Sneak Attack +4d6

Level 8:
Ghost Strike (the ninja can spend on daily use of her Ki power to strike spirits as if they were corporeal for 3 rounds. This ignores their concealment bonus like the spirit shaman's ghost warrior ability)

Level 9: Sneak Attack +5d6

Level 10: Ghost Step (ethereal), AC Bonus +2

Level 11: Sneak Attack +6d6

Level 12: Acrobatics +4, Evasion

Level 13: Sneak Attack +7d6

Level 15: Sneak Attack +8d6, AC Bonus +3

Level 16:
Ghost Sight (A ninja can now see invisible and ethereal creatures as easily as she sees material creatures and objects)

Level 17: Sneak Attack +9d6

Level 18:
Acrobatics +6

Greater Ki Dodge(A ninja's Ki dodge ability grants a total concealment of 50%)

Level 19: Sneak Attack +10d6

Level 20:
Ghost Walk (A ninja can spend two daily uses of her Ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the njnas class level. This is an instantly activated ability)

AC Bonus +4

Level 21: Sneak Attack +11d6

Level 23: Bonus Epic Feat, Sneak Attack +12d6

Level 24: Acrobatics +8, Improved Evasion

Level 25: Sneak Attack +13d6, AC Bonus +5

Level 26: Bonus Epic Feat

Level 27: Sneak Attacl +14d6

Level 29: Bonus Epic Feat. Sneak Attack +15d6

Level 30: AC Bonus +6, Acrobatics +10
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Scout

Postby LoneNurgling » Sun Oct 11, 2015 5:22 pm

Scout

Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and whats behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at a good speed, and she specializes in seeing her for before the opponent ever detects her Presence. In a Dungeon or in the wild, a scout is seen only when she wants to be seen.


Source Material: Kaedrin

Class Features:

Alignment: Any

Hit Die: d8

Base Attack Bonus: Medium.

High Saves: Ref.

Weapon Proficiencies: Simple and Rouge weapons.

Armor Proficiencies: Light Armor.

Skill Points: 8 + Int modifier per level, x4 at first level.

Class Skills: Craft Armor, Craft Weapon, Craft Trap, Diplomacy, Disable Device, Heal, Hide, Listen, Lore, Move Silently, Search, Set Trap, Spot and Tumble.

Class Progression:

Level 1:
Sneak Attack +1d6
Trap-finding

Level 2:
Battle Fortitude (A scout gains a +1 bonus on fortitude saves, this bonus increases at the 11th, 20th, and 29th level).
Uncanny Dodge.

Level 3: Dash, +1 Dodge AC, Trackless Step

Level 4: Bonus Feat

Level 5: Evasion, Sneak Attack +2d6

Level 7: +2 Dodge AC

Level 8: Bonus Feat, Camouflage

Level 9: Sneak Attack +3d6

Level 11: +3 Dodge AC, Improved Initiative

Level 12: Bonus Feat

Level 13: Sneak Attack +4d6

Level 14: Hide in Plain Sight

Level 15: +4 Dodge AC, Skirmisher

Level 16: Bonus Feat

Level 17: Sneak Attack +5d6

Level 18: Freedom of Movement

Level 19: +5 Dodge AC

Level 20: Bonus Feat, Blind-Fight

Level 21: Sneak Attack +6d6

Level 23: Bonus Epic Feat, +6 Dodge AC

Level 25: Sneak attack +7d6

Level 26: Bonus Epic Feat

Level 27: +7 Dodge AC

Level 29: Bonus Epic Feat, Sneak Attack +8d6

Class specific Feats:
Swift Ambusher
Swift Hunter
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Thug

Postby LoneNurgling » Sun Oct 11, 2015 5:33 pm

Thug

Not all warriors get their training at the hands of an instructor, or in a war-band as some get it in the streets. They travel light, trust in their wits as much as their strength. and prefer a quick, decisive strike to a prolonged battle.

Despite the name, not all thugs are mere hooligans, many are crafty veterans who use their knowledge of the streets to their advantage

Source Material: Kaedrins

Class Features:

Alignment: Any

Hit Die: d10

Base Attack Bonus: High.

High Saves: Fort.

Weapon Proficiencies: Simple and Martial weapons.

Armor Proficiencies: Light Amor

Skill Points: 4 + Int modifier per level, x4 at first level.

Class Skills: Bluff, Craft Armor, Craft Weapon, Intimidate, Heal, Lore, Parry, Sleight of Hand, Taunt, Tumble.

Class Progression:

Level 2: Sneak Attack +1d6

Level 4: Sneak Attack +2d6

Level 6: Sneak Attack +3d6

Level 8: Sneak Attack +4d6

Level 10: Sneak Attack +5d6

Level 12: Sneak Attack +6d6

Level 14: Sneak Attack +7d6

Level 16: Sneak Attack +8d6

Level 18: Sneak Attack +9d6

Level 20: Sneak Attack +10d6

Level 22: Sneak Attack +11d6

Level 23: Bonus Epic Feat

Level 24: Sneak Attack +12d6

Level 26: Sneak Attack +13d6, Bonus Epic Feat

Level 28: Sneak Attack +14d6

Level 29: Bonus Epic Feat

Level 30: Sneak Attack +15d6

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