Re: Coming Soon: Any Spell & Greater
Posted: Sun Sep 17, 2017 8:35 am
Neverwinter Nights 2 Persistent World BGTSCC Discussion Forum
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Anyspell: level 1 and 2 arcane spells. Greater Anyspell: level 1, 2, 3, 4 and 5 arcane spells. (Based on the old wikia descriptions.)Theodore01 wrote:So what spells are any ?
Exactly!chambordini wrote:It's for spell domain clerics.
Looks pretty cool!Valefort wrote: ↑Thu Sep 21, 2017 5:57 amDragon 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.
Class Features:
- 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
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.
Shaundakul's Binding... Kind of sounds like Divine Version of Bigby Six, followed by a Blade Barrier where the poor guy is standing. But since it has that spell resistance check, I suppose Lesser Mantle spam should counter it...Valefort wrote: ↑Thu Sep 21, 2017 5:55 amHarper 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:
List of Greater 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.
- 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