Forum formatting seems messed up now
Posted: Tue Nov 29, 2016 12:03 pm
what happened ?
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Neverwinter Nights 2 Persistent World BGTSCC Discussion Forum
https://bgtscc.net/

[/td][/tr][tr][td]Battlerager[/td][td]DM Cradh wrote:[table]
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[/th][tr][td]Anointed Knight[/td][td]
[/td][/tr][tr][td]Archmage[/td][td]Hidden: showAnointed Knight
The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.
An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.
Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.
Requirements:
Feats: Iron will.
Base Attack Bonus: +5
Alignment: Any good.
Skills: Craft Alchemy 3, Lore: Arcana 3, Spellcraft 1.
Class Features:
- Hit Die: d10
- Base Attack Bonus: High.
- High Saves: Fort, Will.
- Weapon Proficiencies: All simple and martial weapons.
- Armor Proficiencies: All types of armor and all types of shields.
- Skill Points: 4 + Int modifier.
- Class Skills: Concentration, Craft Weapon, Craft Armor, Craft Alchemy, Diplomacy, Heal, Lore: Arcana, Lore: Local, Lore: Religion, Lore: The Planes, Parry, Spellcraft, Tumble.
Class Abilities:
Level 1: Anoint Self (Holy Sight)
Level 2: --
Level 3: Anointed Weapon+1
Level 4: Anoint Self (Celestial Strategy)
Level 5: --
Level 6: Anoint Self (Call to Battle)
Level 7: Unbroken Flesh
Level 8: --
Level 9: Bonus Feat
Level 10: Bonus Feat, Anointed Weapon+1d4
- Anoint Self: An anointed knight concocts a magical oil with which to anoint herself. Once the oil is applied, the anointed knight permanently gains a new supernatural ability listed below.
Level 1: Holy Sight (Bonus Feat: Blind-Fight)
Level 4: Celestial Strategy (Bonus Feat: Toughness)
Level 6: Call to Battle (Bonus Feat: Alertness)
- Anoint Weapon: An anointed knight concocts a magic oil with which to coat her ancestral weapon. Once the oil is applied, the ancestral weapon gains a new supernatural ability chosen from the list below for 2 hours per level. This ability can be used once per day.
List of Choices, Level 3-9:
Flaming (1 Fire)
Frost (1 Cold)
Shock (1 Electricity)
Massive Criticals (1d6)
List of Choices, Level 10:
Flaming (1d4 Fire)
Frost (1d4 Cold)
Shock (1d4 Electricity)
Massive Criticals (1d8)
- Unbroken Flesh: The anointed knight uses a special concoction of magical oils to apply to her flesh at 7th-level granting permanent damage reduction of 3/-.
- Bonus Feat: At 9th and 10th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats and the warrior of darkness must meet all the prerequisites for it: Armor Specialization (Heavy), Armor Specialization (Medium), Cleave, Combat Expertise, Deflect Arrows, Dodge, Elemental Archer's Improved Elemental Storm, Epic Ability increases, Epic Toughness, Exotic Weapon Proficiency, Fiery Fist, Fiery Ki Defense, Great Cleave, Greater Two-Weapon Defense, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Knockdown, Improved Two-Weapon Fighting, Improved Unarmed Strike, Indomitable Soul, Knockdown, Mobility, Oversized Two-Weapon Fighting, Penetrating Shot, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Steadfast Determination, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Mastery (Ranged), Weapon Mastery (Unarmed), Weapon Specialization, Whirlwind Attack.Hidden: showArchmage
WARNING/NOTE: This class can only cross class with the following: Arcane Scholar, Frost Mage, Pale Master, Red Wizard, Harper agent, Blood Magus, Sorcerer, Shadow Adept, Thaumaturgist or Wizard
WARNING/NOTE:High Arcana feats cost spellslots to use! Spellslots are memorized / known spells and are sacrificed alphabetically. Metamagic prepared spells are not checked. Not sacrificing a spell slot for an ability incurs a one time 5 casterlevels and 2 DC penalty. Make sure you memorize a non-metamagic spell to lose at the levels you incur a spell slot loss.
The highest art is magic, often referred to simply as 'the Art'. Its most advanced practitioners are frequently archmages, persons who can weave spells in ways unimaginable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets. Most archmages are pure wizards or sorcerers rarely multiclassed, choosing instead to concentrate on perfecting their arcane skills. Archmages in urban areas often hold positions of power in magic-focused organisations. Their pursuit of arcane excellence and their familiarity with High Arcana places them above most of their peers. Some archmages choose a more solitary path, often eschewing society to study in solitude.
Requirements:
Cross Class: Must be Arcane Scholar, Frost Mage, Pale Master, Red Wizard, Harper agent, Blood Magus, Sorcerer, or Wizard.
Race: Any
Alignment: Any.
Skills: Spellcraft 15 ranks, Lore: Arcana 15.
Feats: Skill Focus Spellcraft and Two spell focus feats of any school (but not the same school), Once you have the two spell focus feats you will be given a qualifying feat for archmage. You still need to get Skill focus Spellcraft however.
Spellcasting: Able to cast 7th-circle arcane spells.
Class Features:
- Hit Die: d4
- Base Attack Bonus: Low.
- High Saves: Will
- Weapon Proficiencies: Archmages gain no weapon proficiencies.
- Armor Proficiencies: Archmages gain no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore: Arcana, Lore: Architecture and Engineering, Lore: Dungeoneering, Lore: History, Lore: Local, Lore: Nature, Lore: Nobility and Royalty, Lore: Religion, Lore: The Planes and Spellcraft.
Class Abilities:
Level 1: Spellcasting+1
Level 2: Spellcasting+2, High Arcana feat selection
Level 3: Spellcasting+3
Level 4: Spellcasting+4, High Arcana feat selection
Level 5: Spellcasting+5
Level 6: Spellcasting+6, High Arcana feat selection
Level 7: Spellcasting+7
Level 8: Spellcasting+8, High Arcana feat selection
Level 9: Spellcasting+9, ,
Level 10: Spellcasting+10, High Arcana feat selection
Spells per Day/Spells Known: When a new Archmage level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in the wizard or sorcerer base class. Archmage arcane spell progression cannot be applied to other classes, such as bards.
High Arcana feats: The Archmage can take high arcana feats. All these feats cost one spellslot each and are sacrificed as you rest.
High Arcana: Spellpower 1
Specifics: At the cost of one 5th level spell your spellpower increases by one (+1 for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic
High Arcana: Spellpower 2
Specifics: At the cost of one 7th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic
High Arcana: Spellpower 3 (requires 8 level of Archmage)
Specifics: At the cost of one 9th level spell your spellpower increases by one. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: Automatic
High Arcana: Mastery of Shaping
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off
High Arcana: Mastery of the Elements (requires 8 levels of Archmage)
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Note that this won't enable a Frostmage to use their piercing cold ability on spells that aren't cold-based to begin with.
Use: On / Off
High Arcana: Arcane Fire
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d6 magic damage for every level of the spell converted and an additional 1d6 magic damage for every Archmage level with the possibility of a critical hit. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off
High Arcana: Spell-Like Ability
Specifics: An archmage who selects this type of high arcana can use one of her arcane spell slots to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day (for level 7-9), three times per day (for level 4-6) or four times per day (for level 1-3).

And the latter seems to be the issue right now.Steve wrote:If I was involved in making Tables for the Forum, I'd use Excel and then export simple HTML for the code, then finesse online.
https://www.extendoffice.com/documents/ ... -html.html
That way changes can be made easily offline, then replaced via a copy/paste job.
Of course none of what I said helps if the Forum itself is having a hard time parsing Table code.
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