Coming Soon: Announcement Thread (2017)

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Nachti
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NEXT UPDATE: 30+ New Druid Wildshape Forms

Unread post by Nachti »

Surface Forms:
  • Polar Bear
  • Polar Bear, Dire
Underdark Forms:
  • Lizard, Riding
  • Osquip
  • Scorpion
  • Beetle
  • Spider
  • Lizard, Pack
  • Osquip, Giant
  • Scorpion, Giant
  • Beetle, Giant
  • Spider, Giant
Plant Forms:
  • Myconid
Magical Beast Forms:
  • Spider, Shadow
  • Worg
  • Blink Dog
  • Displacer Beast
Dragon Forms:
  • Faerie Dragon
Roleplay Forms:
  • Bat
  • Cat
  • Dog
  • Rat
  • Rabbit
  • Weasel
  • Snake
  • Lizard
  • Horse
  • Deer
  • Beetle
  • Spider1
  • Spider2
  • Spider3
Changes might still happen.
Last edited by Nachti on Thu Jun 29, 2017 1:33 pm, edited 2 times in total.
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Nachti
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COMING SOON: Polymorph & Shapechange Forms

Unread post by Nachti »

After finishing the wildshapes I gonna head over to polymorph and shapechange. The spells have been already altered to the new spell system, so half of the work is already done.
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NEXT UPDATE: Spellfocus Conjuration

Unread post by Nachti »

Updated spells:
Planar Spells now benefit from conjuration focus.
Summon I-IX now benefit from conjuration focus.
Swarm spells (conjure spiders, conjure metalman, etc) now benefit from conjuration focus.
Dead Walk now benefit from invocation focus.
Animate Dead and Army of the Dead now benefit from necromancy focus.
Create Undead and Create Greater Undead now benefits from necromancy focus.
Revenant Spell now benefits from conjuration focus.
Phantom Wolf and Bear now benefit from conjuration focus.
Airball now benefits from conjuration focus.
Summon Ibrandlin now benefits from conjuration focus.
Create Baneguard now benefits from necromancy focus.
All summoned creatures will have their HD reduced by 2.

In exchange they will now scale with spellfocus conjuration/necromancy or invocation focus.

Spellfocus: grants +1 HD.
Greater Spellfocus: grants +1 HD.
Epic Spellfocus: grants +2 HD.
Red Wizards who specialize in the proper spellschool get +1 HD.

So a character that used to summon a 16 HD creature with Greater Planar Binding will now summon a 14 HD creature. If he has Epic Spellfocus Conjuration he will summon a 18 HD creature.

Note: Summons are still subject for balancing and numbers might be tweaked.
Last edited by Nachti on Fri Jul 21, 2017 4:55 pm, edited 5 times in total.
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dedude
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NEXT UPDATE : Planar Calling

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Introduction
This is a new feature added to the planar calling spell lines (binding/ally/gate). A host of unique planar beings have been added to the game (and more will be added over time), and can be called if a caster learns their true name. Once an unbound being is called to a caster they will undergo a negotiation for the price of the being's services. If the caster agree and pay the price, the being will be bound to the caster and can henceforth be called upon and considered an ally.
How to learn the true name of a planar being
The DM team can leak a true name as part of an event, as a reward, as a clue, or any other way they see fit. They can also easily create new beings fitting their story lines as they see fit. But don't expect finding the true name of a being to be easy, they tend to keep those secret for a reason. ;)

Rare books have been added to the loot tables that, with the right lore skills, can be deciphered and potentially reveal a clue to a true name. If you fail to decipher such a book, you can let someone else try who might have better lore/knowledge in the area. Make sure it is someone you trust though, or they could steal the knowledge in the book. ;)

Finally, a true name can be a very valuable trade commodity. You are free to share a true name (or sell it) as you see fit. But remember, these beings are unique, two casters can't both call on the same one at the same time. So most casters would probably want to keep a true name secret.
How to call a planar being using its true name
To call a planar being by its true name you need a Planar Focus. The only known material to be able to function as a focus is a diamond. Three tiers of diamonds can be used:
  • Diamond: lesser beings up to 15 HD
  • Canary Diamond: beings up to 20 HD
  • Blue Diamond: higher beings with no known limits
If you target one of these gems with a planar calling spell, you will be able to inscribe it with a true name, and then call on that being for negotiation. The negotiation includes a diplomacy check and the alignment distance between being and caster will influence it as well (may even make negotiation impossible). If you pay the price for the being's services the being will be bound to that gem and the gem becomes a Planar Focus bound to you, and can't be traded.
To call a being bound to a Planar Focus, use the appropriate calling spell and target the focus with it, and the being will be called.
Final notes
  • When inscribing the true name into the gem, a Lore: The Planes skill check may reveal some information on the being before you call it.
  • If a being is killed, it will not be possible to call it again for 24 hours. This "cooldown" may be increased later, or other penalties considered. Don't let a called being die, that is not part of the agreement you made with it...
  • These beings can be stronger, smarter, weaker, uglier, even completely different from those normally called by the calling spells. But they are all subject to QC/dev balance so don't expect to be calling demi gods (well you can always ask a DM to let you do it and see if you survive it) :P
  • And probably a bunch of other things that I forget to mention right now.
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NEXT UPDATE : Harper Mage

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Harper Mage

The Harper mage has two principal responsibilities: They aid the Harpers with spells and arcane knowledge, and they study, record, and pass on ancient lore.

Requirements:
Alignment: Any non-evil.
Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (local) 5 ranks, Knowledge (any other) 4 ranks, Sense Motive 2 ranks, Spellcraft 8 ranks.
Feats: Alertness, Iron will
Spellcasting: Able to cast arcane spells of 3rd level (Wizard or Sorc or Bard).

Class Features:
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int Modifier.
Class Skills: All crafting skills, Bluff, Concentration, Diplomacy, Disguise, Heal, Hide, all Lore skills, Listen, Move Silently, Perform, Sense Motive, Spellcraft, Spot, Tumble.

Class Abilities:
Level 1: Harper's knowledge
Level 2: Arcane theory, Oghma's insight
Level 3: Extend Spell
Level 4: Eldath's Pool
Level 5: Mystra's Boon

Spellcasting: A Harper mage's training focuses on magic. Thus, when a character gains a new level of Harper mage, she 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 (metamagic or item creation feats, for example).
If a character had more than one arcane spellcasting class before she became a Harper mage, she must decide to which class she adds each level of Harper mage for purposes of determining spells per day when she adds the new level.

Harper Knowledge: Like a bard, a Harper mage has a knack for picking up odd bits of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper mage has bard levels (or levels in another class with the same ability, such as loremaster or Harper scout), her Harper mage levels and bard levels (or levels in the other appropriate class) stack for the purpose of using Harper knowledge.

Oghma's Insight: As lorekeepers, Harper mages develop a keen interest in many fields. The Harper mage gains a free Skill Focus feat in any one Knowledge skill.

Arcane Theory: At 2nd level, the Harper mage gains Skill Focus Spellcraft. This represents an introduction to theories of magic from other civilizations through study and preservation of old lore.

Eldath's Pool: Eldath allows you to conjure a vial of blessed water two times per day (potion of vigor).

Mystra's Boon: Harper mages gain a +2 insight bonus on all saves against magical effects.
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Valefort
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NEXT UPDATE : Orcish War Drummer

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Orc War Drummer

While Orcs have no bardic tradition nothing whips them into a frenzy more easily than War Drummers. Using everything from elaborate drums to hollow trees the War Drummers can often be found in large orcish war parties.

Requirements:
Race: Orc
Alignment: Any non-lawful, non-good.
Skills: Perfom 5 ranks
Base Attack Bonus: +5
Feats: Iron will, Skill Focus : Perform or Skill Focus : Intimidate

Class Features:
Hit Die: d8
Base Attack Bonus: High
High Saves: Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int Modifier.
Class Skills: Perform, Listen, Intimidate, Taunt, Survival, Tumble


Class Abilities:
Level 1: Battle rythm +1
Level 2:
Level 3: Inspire fear
Level 4: Orders to Charge
Level 5: Orc War March, Battle rythm +2

Battle rythm: A war drummer inspires his fellow Orcs into a frenzy (including himself), bolstering them against fear and improving their combat abilities. This gives a bonus to hit, damage and saves versus fear. It starts at +1, and becomes +2 at 5th level. It does not stack with bard inspire courage or dread pirate inspire courage.

Inspire fear: Instead of encouraging his brethren an Orc War Drummer of 3rd level can choose to play ominous, demoralizing rythms. Enemies of the War Drummer must pass a save vs fear or suffer a -2 penalty to hit, damage and saves. DC is 15 + War drummer levels + (perform ranks+intimidate ranks)/3. Capped at 32.

Orders to Charge: At 4th level a War Drummer is able to signal the charge in a particularly enthralling way. The nearby allies gain +30% movement speed, +1 dodge AC, as well as the benefits from Furious Charger and Dire Charge.

The bonuses last for 10 rounds, cooldown : 4 minutes.

Orc War March: At 5th level an Orcish War Drummer, through skill and habit, is able to inspire fear in his enemies while playing a Battle Rythm.
And thanks to PaulImposteur for the icons !
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Valefort
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Re: NEXT UPDATE : Harper Mage

Unread post by Valefort »

Was changed to :
Harper Mage

The Harper mage has two principal responsibilities: They aid the Harpers with spells and arcane knowledge, and they study, record, and pass on ancient lore.

Requirements:
Alignment: Any non-evil.
Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (local) 5 ranks, Knowledge (any other) 4 ranks, Sense Motive 2 ranks, Spellcraft 8 ranks.
Feats: Alertness, Iron will
Spellcasting: Able to cast arcane spells of 3rd level (Wizard or Sorc or Bard).

Class Features:
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int Modifier.
Class Skills: All crafting skills, Bluff, Concentration, Diplomacy, Disguise, Heal, Hide, all Lore skills, Listen, Move Silently, Perform, Sense Motive, Spellcraft, Spot, Tumble.

Class Abilities:
Level 1: Harper's knowledge
Level 2: Arcane theory, Oghma's insight
Level 3: Extend Spell
Level 4: Mystra's Boon
Level 5: Specialist

Spellcasting: A Harper mage's training focuses on magic. Thus, when a character gains a new level of Harper mage, she 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 (metamagic or item creation feats, for example).
If a character had more than one arcane spellcasting class before she became a Harper mage, she must decide to which class she adds each level of Harper mage for purposes of determining spells per day when she adds the new level.

Harper Knowledge: Like a bard, a Harper mage has a knack for picking up odd bits of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper mage has bard levels (or levels in another class with the same ability, such as loremaster or Harper scout), her Harper mage levels and bard levels (or levels in the other appropriate class) stack for the purpose of using Harper knowledge.

Oghma's Insight: As lorekeepers, Harper mages develop a keen interest in many fields. The Harper mage gains a free Skill Focus feat in any one Knowledge skill.

Arcane Theory: At 2nd level, the Harper mage gains Skill Focus Spellcraft. This represents an introduction to theories of magic from other civilizations through study and preservation of old lore.

Mystra's Boon: Harper mages gain a +2 insight bonus on all saves against magical effects.

Specialist: At 5th level the Harper mage focuses his study on the spell school of his choice. The Harper Mage gains a Spell Focus feat.
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Nachti
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Re: COMING SOON: Polymorph & Shapechange Forms

Unread post by Nachti »

My plan:

1) Adding many new forms to pick from.

2) Making transmuter more proficient in their forms when they increase in spellpower:

Spellfocus: grants +1 AB/AC.
Greater Spellfocus: grants +1 AB/AC.
Epic Spellfocus: grants +2 AB/AC.
Red Wizards who specialize in transmutation get +1 AB/AC.

3) All shapes will be rebalanced.

4) And in exchange AC boni from melee classes will not work anymore in polymorphed form.
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NEXT UPDATE: bombs

Unread post by dedude »

Two new types of bombs will be available for purchase at select shady merchants. Read about them here.
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Coming Soon: Any Spell & Greater

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Coming Soon: Any Spell & Greater.

Perhaps next update, pending QC review.

I also fixed a bug in the spell sub-menu popup.
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NEXT UPDATE : Harper Priest

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Harper Priest

Some Harpers choose to pursue a closer relationship to the deities who inspired the creation of the Harpers.

Requirements
Alignment: Any nonevil.
Skills: Diplomacy 4 ranks , Knowledge (arcana) 4 ranks , Knowledge (religion) 8 ranks , Spellcraft 8 ranks
Feats: Alertness , Iron Will
Spellcasting: Ability to cast 3rd-level divine spells.

Class Features
Hit die: d8
Base Attack Bonus: Medium
High Saves: Fort, Will
Weapon Proficiencies: Simple weapons
Armor Proficiencies: All types of armor (light, medium, and heavy) and shields (not tower shields).
Skill points: 4 + Int
Class Skills: Concentration, all Crafting skills, Diplomacy, Heal, all Lore skills, Listen, Perform, Sense Motive, Spellcraft, Spot, Tumble.

Class Abilities:
Level 1: Blessing, Harper's knowledge
Level 2: Blessing
Level 3: Blessing
Level 4: Greater Blessing
Level 5: Greater Blessing

Spells per Day: A Harper priest's training focuses on magic. Thus, when a character gains a new level of Harper priest, she gains new spells per day as if she had also gained a level in whatever divine 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 (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on).

If a character had more than one divine spellcasting class before she became a Harper priest, she must decide to which class she adds each level of Harper priest for purposes of determining spells per day when she adds the new level.

Harper Knowledge: Like a bard, a Harper Priest has a knack for picking up odd bits of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper Priest has bard levels (or levels in another class with the same ability, such as loremaster or Harper scout), her Harper Priest levels and bard levels (or levels in the other appropriate class) stack for the purpose of using Harper knowledge.

Blessings: At level 1,2 and 3, a Harper priest may choose one blessing from the list of blessings below.

Greater Blessing: At level 4 and 5 a Harper Priest may choose one greater blessing from the list of Greater blessings below.

List of Blessings:
  • Deneir's Eye: The Harper Priest gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.
  • Lliira's Heart The Harper Priest gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.
  • Tymora's smile The Harper Priest, once per day, receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.
  • Mystra's boon The Harper Priest gains a +2 sacred bonus on all saves against spells.
  • Silvanus's Calm: You get the Combat Focus feat.
List of Greater Blessings:
  • Eldath's Soothing Pool: This spell conjures a magical pool of water. All friendly creatures staying near the fountain gain fast healing 5, are cured from any disease and are immune to all mind affecting spells.

    Duration : 1 round /caster level.
  • Lliira's candle of calm:
    Level : 6
    School : Evocation
    Target: 1 to 4 creatures in a Gargantuan area.
    Saving Throw: Will negates
    Spell Resistance: Yes

    This spell conjures a lit magical candle, all creatures in a 70 feet radius must make a will saving throw. If they fail they are blind for 1d4 rounds and take a -5 AB penalty for 1 round/CL, if not they take a -5 AB for 2 rounds, then -4 AB for 2 rounds, -3 AB for 2 rounds, -2 AB for 2 rounds, -1 AB for 2 rounds.
  • Milil's Forgotten Melody:
    Level : 5
    School : Enchantment
    Target: 1 to 4 creatures in a Colossal area.
    Saving Throw: Will negates
    Spell Resistance: Yes

    To set this spell in motion, the caster sings the first phrase or the chorus of a tuneful, catchy song. Those potentially affected by the forgotten melody must each make a successful will saving throw at a -4 penalty or become obsessed with that song.
    Those affected cannot get the song out of their beads until they finish it, and they worry the lyrics around in their minds over and over, trying to remember them and complete the song. While trying to finish the song, those affected cannot cast spells or use psionic abilities since they cannot focus on any other intense mental activity other than finishing the song. This spell is especially devastating to very intelligent beings, since it subverts their ability to concentrate intensely.
    The duration is determined by the intelligence of the individual affected: beings who fail their saving throws are affected for a number of rounds equal to their intelligence modifier minus their wisdom modifier (a negative wisdom modifier will make the spell last longer)
  • Mielikki's Forest Hunter: Swift Tracker
    Reqs: Dexterity 13
  • Mystra's Secret Spell Stash: Magic Missile infinite times/day, cast at your CL.
    Reqs: Intelligence 13
  • Shaundakul's binding:
    Level : 6
    Target: One Creature
    Saving Throw: Reflex negates
    Spell Resistance: Yes

    Calling upon the power of elemental air, you encircle the target in whipping winds.

    The subject can act normally, but it cannot move from its current location. The winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds.

    Furthermore, no sonic or language dependent spells or effects can be cast into or out of the winds though spells cast by you upon yourself function normally).

    Specifics : Your movespeed is reduced to 0, you are silenced and incur a concentration penalty equal to the caster's caster level.
  • Oghma's Greatest Book, Volume III: +10 on knowledge checks for 5 minutes, 1/day
    Reqs: Intelligence 13
  • Tymora's Luck Rabbit: spell level : 5
    Target : 1 creature
    Duration : 10 min/level

    The spell target gains a bonus to natural armor equal to the caster level /5, capped at 4, +1 to all saving throws, +2 at CL 20 and +1 to all skills.

    Reqs: Dexterity 13
  • Seldarine's Gift: You can summon forth a +5 magic longbow, mighty 5, the bow cannot be given and dissapears at the end of the day. You also gain the elven weapon proficiency for the duration of the spell.
  • Selûne's Radiance: Turn Undead Progression
  • Lurue's voice: Animal Companion Progression
Last edited by Valefort on Thu Sep 21, 2017 12:16 pm, edited 9 times in total.
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NEXT UPDATE : Dragon Disciple

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Dragon Disciple

WARNING/NOTE: This class cannot multiclass with Dragon Warrior, Dragon Slayer or Palemaster.

It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of the dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.

Dragon disciples refer a life of exploration to a cloistered existence. Occasionally, a serious spellcaster explores the path to further a goal of finding out more about his draconic heritage. Barbarians, clerics, druids, fighters and rangers rarely choose to become dragon disciples. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. All dragon disciples are drawn to areas known to harbor dragons.

Requirements:
Skills: Knowledge Arcana: 8 ranks
Languages: Draconic
Spellcasting: Able to cast 5th level arcane spells without preparation (Sorcerer or Bard)
Alignment: Special
Special: Dragon Disciple is only choosable by characters whose alignment matches that of their intended colour. In other words only a Lawful Good character can become a Gold Dragon Disciple, and only a Lawful Evil character can become a Green Dragon Disciple.

Dragon Disciple should only be choosable by characters whose alignment matches that of their intended colour. In other words only a Lawful Good character can become a Gold Dragon Disciple, and only a Lawful Evil character can become a Green Dragon Disciple.
  • Black Dragon: Chaotic Evil
  • Blue Dragon: Lawful Evil
  • Brass Dragon: Chaotic Good
  • Bronze Dragon: Lawful Good
  • Copper Dragon: Chaotic Good
  • Gold Dragon: Lawful Good
  • Green Dragon: Lawful Evil
  • Red Dragon: Chaotic Evil
  • Silver Dragon: Lawful Good
  • White Dragon: Chaotic Evil
Class Features:
Hit Die: d6
Base Attack Bonus: Low
High Saves: Fortitude, Will
Weapon Proficiencies: Dragon Disciple gain no weapon proficiencies.
Armor Proficiencies: Dragon Disciple gain no armor proficiencies.
Skill Points: 2 + Int Modifier.
Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Escape Artist, Knowledge Arcana, Listen, Search, Spellcraft, and Spot

Class Abilities:
Level 1: NA +1
Level 2: Claw and Bite (1d6 bite and 1d4 claw)
Level 3: Breath Weapon 3d12
Level 4: NA +1
Level 5: Blind Fight
Level 6: Ability Increase: CON +2
Level 7: Breath Weapon 6d12, NA +1
Level 8: Ability Increase: INT +2
Level 9: Spell Casting Progression
Level 10: Dragon Apotheosis

Spells per Day/Spells Known: The character gains new spells per day (and spells known, if applicable) as though he had gained a level in the bard or sorcerer base class at every Dragon Disciple level except levels 3, 7 and 10 .

Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a dragon disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible at first but becoming more noticeable at higher levels. This provides an increase to the character's existing natural armor (if any). As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.

Claw and Bite (Ex): At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. A dragon disciple is considered proficient with these attacks. Gains 1d6 bite and 1d4 claw.

Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted. These increases stack and are gained as if through level advancement.

Breath Weapon (Su): At 3rd level, a dragon disciple gains a minor breath weapon, derived from his draconic ancestor. The type and shape depend on the dragon variety whose heritage he enjoys. Regardless of the ancestor, the breath weapon deals 3d12 points of damage of the appropriate energy type.
At 7th level, the damage increases to 6d12, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 9d12. The DC of the breath weapon is 10 + class level + Con modifier. Uses per day equal to the dragon disciple's Cha modifer.

Blindsense (Ex): At 5th level, the dragon disciple gains blind fight. Using nonvisual senses, such as acute smell or hearing, the dragon disciple notices things it cannot see. In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. Gains Blind Fight.

Dragon Apotheosis: At 10th level, a dragon disciple fully realizes his draconic heritage. His breath weapon reaches full strength, and he gains +2 to Strength and Charisma. His natural armor bonus increases by 1 to +4 total, and he acquires darkvision, immunity to sleep and paralysis effects, and immunity to energy type used by his breath weapon.
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dedude
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NEXT UPDATE : New storage solution

Unread post by dedude »

The new storage will be open to the public. It does not include guild storage yet, only personal storage. Note that the system is in a BETA state for the time being, so don't start storing your epic items until you/we feel confident that no serious bugs managed to sneak past our internal tests.

It should look very familiar to those that have used the old kemo storage. The kemo storage is still available for item retrieval only.

I created a wiki page for the system.
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dedude
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NEXT UPDATE : Pack Horses

Unread post by dedude »

Pack horses will be open for the public. Note that the system is in a BETA state for the time being, so don't start storing your epic items on horses until you/we feel confident that no serious bugs managed to sneak past our internal tests.

Also note that it is currently only available on the surface. The UD will get their own version in one of the following updates.

I created a wiki page for the system.
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dedude
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NEXT UPDATE : Dynamic Encounters

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