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Coming Soon: Announcement Thread (2024)

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<color=Gold><b>Acolyte of the Skin</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn't even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.

The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely legible copies - or at least references thereto - survive along with promises of great power. Spellcasters who happen upon such documents can choose to destroy or ignore the fiend, but the temptation has already occurred. Those who give in can eventually stumble upon the complete ritual, usually through extended contact with one or more summoned fiends that are all too eager to share their terrible knowledge. The Ritual of Bonding is painful and not to be undertaken lightly. The ritual requires at least a minute from initiation to completion, and, once begun, nothing can halt its progress. The fiendish essence consumes the caster's own skin, an agonizing process - wise candidates keep some cure potions on hand. At the end of the rite, the acolyte's skin sports an oily, almost unnoticeable sheen. However, as he gains additional levels in the prestige class, his skin darkens, sprouts spikes, and gradually gives him a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer can accept or ignore this advice according to his temperament.)

Acolytes of the skin are ill suited for any position other than one that provides temporal power. Although NPC acolytes might sometimes serve more powerful evil characters as sinister captains, they would rather be calling the shots. They prefer to remain safely ensconced in well-defended fortresses of evil, though sometimes an acolyte might lead an expedition to retrieve a rumored tome of evil arcane magic or other artifact of malign power.

<color=Gold>Requirements:</color>

<b>Alignment:</b> Must be evil.

<b>Feats:</b> Evil Brand, Disciple of Darkness, Scion of Sorrow, or Thrall to Demon.

<b>Skills:</b> Lore: The Planes 8 ranks.

<b>Spells of Spell-Like Abilities:</b> Caster level 5th.

<b>Special:</b> Must have made peaceful contact with a summoned evil outsider.

<b>Special:</b> Must undergo the Ritual of Bonding (see below).

<b>Special:</b> Cannot cross class with druid, spirit shaman, ranger, or feytouched.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Fort, Will.

- <b>Weapon and Armor Proficiencies:</b> Acolytes of the skin gain no proficiency with any weapon or armor.

- <b>Skill Points:</b> 2 + Int modifier per level.

- <b>Class Skills:</b> Concentration, Intimidate, Lore: Arcana, Lore: The Planes, and Spellcraft.

- <b>Spells per Day/Spells Known:</b> At each even-numbered level, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If he had more than one spellcasting class before becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

- <b>Wear Fiend (Su):</b> An acolyte of the skin summons the essence of a fiend and wears it like a second skin. The bonded fiendish skin is for all intents and purposes the character's own. It increases the acolyte of the skin's natural armor bonus by 1 and grants a +2 inherent bonus to Dexterity. The acolyte also gains darkvision. The character chooses at first level whether this skin is a devil, a demon, or a yugoloth.

- <b>Poison (Sp):</b> An acolyte of the skin can use poison once per day. The save DC is 14 + the acolyte's primary spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth). At 5th level, an acolyte can use this ability two times per day.

- <b>Flame Resistant (Ex):</b> At 2nd level and higher, the fiendish skin binds more tightly, granting an acolyte resistance to fire 10.

- <b>Fiendish Glare (Su):</b> From 3rd level on, an acolyte of the skin has the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte's eyes or even see the acolyte (although the acolyte must have line of effect to the target). Glaring is a standard action that affects any creature the acolyte can see within 100 feet. The target becomes shaken for 10 minutes, and must also attempt a Will save (DC 10 + acolyte's class level + Cha modifier) or be stunned. The duration of the stun effect depends on the target's hit points:
50 or less: 10 rounds
51 to 100: for 3 rounds
101 to 150: for 2 rounds
151 or more: 1 round
Fiendish glare is a mind-affecting fear effect.

- <b>Fiendish Knowledge:</b> The fiendish skin whispers promises of great power, and to prove it, reveals a hitherto unknown ability. At 4th and 8th level, the acolyte chooses a bonus feat for which he already meets the prerequisites.

- <b>Skin Adaptation:</b> By 5th level, an acolyte's skin and its wearer have grown more comfortable together, as if they had never been separate. The increase to natural armor granted by the fiendish skin improves to +2 and the acolyte gains a +2 inherent bonus to Constitution.

- <b>Cold Resistant (Ex):</b> Beginning at 6th level, an acolyte has resistance to cold 10.

- <b>Glare of the Pit (Su):</b> At 7th level and higher, an acolyte has the supernatural ability to produce fiery rays from his eyes. Once per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. Each ray requires a ranged touch attack to hit and deals 8d6 points of fire damage.

- <b>Summon Fiend (Sp):</b> At 9th level, an acolyte learns to draw on another power of his fiendish skin. If the skin is demonic, once per day he can summon a babau; if devilish, once per day he can summon a chain devil. If daemonic, once per day he can summon a mezzoloth. The summoned creature does the acolyte's bidding, but it automatically returns whence it came after 1 hour per caster level. An acolyte's caster level for this ability is equal to his spellcaster level.

- <b>Fiendish Symbiosis (Ex):</b> At 10th level, the fiendish skin and acolyte become one, and only final death can separate them. An acolyte of this level gains damage reduction 10/good.
Summon Stats
Acolyte of the Skin summons scale up to HD 20 (or 19 for Babau) by default, like PM summons. Acolyte summons do gain benefit from Conjuration spell focuses.
Chain Devil (16d8 LE Outsider)
Str 15, Dex 17, Con 15, Int 6, Wis 10, Cha 12
HP 160, AC 21, Melee x4 19 AB
Fort 12, Ref 13, Will 10
Speed 30ft
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Resistances: Acid 10, Physical 5/Good or Silver
Immunities: Cold, Fire, Poison
Spell Resistance: 22
Regeneration: 2
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Alertness, Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Finesse, Improved Initiative, Weapon Focus (Whip), Improved Critical (Whip), Greater Weapon Focus (Whip), Devil traits
--------------------------------------------------------
Special Abilities
Unnerving Gaze: Once per round, the chain devil selects a random target within a 15 foot radius around them and gazes at them. If the target fails a Will Save against a DC of 19, they suffer a -2 penalty to attacks for 1d3 rounds.
--------------------------------------------------------
Gear
Two +2 Whips (1d6)
Babau (15d8 CE Outsider)
Str 21 Dex 12 Con 20 Int 14 Wis 13 Cha 16
HP 195, AC 19, Melee x3 20 AB
Fort 14, Ref 10, Will 10
Speed 30ft
--------------------------------------------------------
Resistances: Acid 10, Cold 10, Fire 10, Physical 10/Good or Cold Iron
Immunities: Electricity, Poison
Spell Resistance: 18
--------------------------------------------------------
Cleave, Great Cleave, Power Attack, Sneak Attack 3d6, Weapon Focus (Creature), Greater Weapon Focus (Creature), Multiattack, Demon traits
--------------------------------------------------------
Special Abilities
Spell-Like Abilities: Permanent See Invisibility, At Will Darkness and Dispel Magic at CL 15
Babau Slime: The babau is coated in a protective slime that deals 1d8 acid damage to any creature that hits it in melee.
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Gear
Two +2 Claws (1d6), one +2 Bite (1d6)
Mezzoloth (16d8 NE Outsider)
Str 18 Dex 12 Con 21 Int 7 Wis 10 Cha 14
HP 208, AC 23, Melee x4 20 AB
Fort 15, Ref 11, Will 10
Speed 40ft
--------------------------------------------------------
Resistances: Cold 10, Fire 10, Electricity 10, Physical 10/Good
Immunities: Acid, Poison
Spell Resistance: 26
--------------------------------------------------------
Power Attack, Improved Critical (Halberd), Weapon Focus (Halberd), Weapon Specialization (Halberd), Weapon Specialization (Creature), Weapon Focus (Creature), Improved Critical (Creature), Improved Initiative, Greater Weapon Focus (Halberd), Greater Weapon Focus (Creature), Yugoloth traits
--------------------------------------------------------
Special Abilities
Spell-Like Abilities: Permanent See Invisibility, At Will Darkness at CL 16, 1/day Cloudkill and Dispel Magic at CL 16
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Gear
Two +2 Claws (1d12)
Will have a +2 Halberd (1d12) once model can be corrected to visually equip it properly. Creature weapon feats will be removed after that, and claws will be scaled down to 1d4.
+2 Heavy Shield (already factored into its AC)

New Pre-req Feats
Evil Brand
Type of Feat: General
Specifics: You are physically marked forever as a servant of an evil power greater than yourself or as a villain who does not care that you seek only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers.

Evil creatures automatically recognize the symbol now emblazoned upon you as a sign of your utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. You gain a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures. This ability only works with consent between players or when arbitrated by a DM.
Use: Automatic.
Scion of Sorrow
Type of Feat: General
Prerequisites: Neutral evil alignment
Specifics: You formally supplicate yourself to a yugoloth lord. In return for this obedience, you gain a small measure of the lord's power. Once per day, while performing an evil act, you can call upon your yugoloth patron to add a +1 luck bonus to any one attack roll, saving throw, ability check, skill check, or level check. You also gain a +2 bonus on Lore: The Planes skill checks, and you are able to be raised or resurrected normally even if you have selected a yugoloth lord as a patron deity.

The bonus on Lore: The Planes skill checks does not stack with the bonus from Disciple of Darkness or Thrall to Demon.
Use: Automatic.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Coming Soon: Stormlord Rework

Unread post by Rhifox »

Stormlord has been reworked to have 10/10 caster level. Throwing weapons no longer qualify for stormlord nor can they be used for its class features. Storm Avatar at 10th level has been replaced with Elemental Conflagration (Elemental Swarm once per day). Other small changes and new abilities noted below.

Existing stormlords are given a free RCR if they do not currently possess weapon focus spear or weapon focus shortspear. Other stormlords can gain access to new abilities by simply deleveling and then releveling via Shar in the Nexus.
<color=Gold><b>Stormlord</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Talos the Destroyer embodies the uncaring and destructive forces of nature that may strike at any time. Stormlords are the chief agents of the Destroyer's wrath, inflicting destructive rampages wherever they wander in order to spread word of his endless fury. Talos cares only that they call up a storm or engage in a spectacular act of violence every tenday or so.

Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.

Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence. They often pose as lunatics, in order to spread the word of Talos, and otherwise adopt disguises in order to scout out rich prizes to strike at.

<color=Gold>Requirements:</color>

<b>Base Save Bonus:</b> Fortitude +4

<b>Feats:</b> Toughness, Great Fortitude, and Weapon Focus (Shortspear, Spear).

<b>Spellcasting:</b> Able to cast 3rd-level divine spells.

<b>Patron: Talos</b>

<b>Special:</b> The character must have been hit by a bolt of lightning, whether a natural bolt or one created by magic, and survived.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d8

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Fortitude and Will.

- <b>Weapon and Armor Proficiencies:</b> Stormlords gain no weapon or armor proficiencies.

- <b>Skill Points:</b> 2 + Int Modifier.

- <b>Class Skills:</b> Concentration, Diplomacy, Disguise, Gather Information, Intimidate, Lore: Local, Lore: Nature, Lore: Religion, Survival.

- <b>Spells per Day/Spells Known:</b> At each stormlord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add each stormlord level for the purpose of determining spells per day and spells known.

- <b>Resistance to Electricity (Ex):</b> At 1st level, a stormlord gains electrical resistance 5. This increases to electrical resistance 10 at 4th level, electrical resistance 15 at 7th level, and electrical resistance 30 at 9th level.

- <b>Shock Weapon (Su):</b> At 2nd level, a stormlord may enchant any equipped spear or shortspear to deal an additional 1d6 points of electricity damage. This effect lasts 20 rounds.

- <b>Storm Walk (Sp):</b> Beginning at 3rd level, a stormlord can walk or ride through natural storms at his regular movement rate, completely unaffected by high winds, pounding precipitation or waves, objects driven by the wind, great claps of thunder, natural bolts of lightning, or any other natural symptom of Talos's fury. The character gains the effects of a permanent <i>freedom of movement</i> spell while outdoors during a storm.

- <b>Shocking Burst Weapon (Su):</b> At 5th level, a stormlord may enchant any equipped spear or shortspear to deal an additional 1d6 points of electricity damage and an extra 1d10 points of weapon damage on a critical hit (2d10 if the critical multiplier is x3, 3d10 if the critical multiplier is x4). This effect lasts 20 rounds.

- <b>Storm Ride (Sp):</b> At 6th level, a stormlord gains the ability to propel himself to great speeds during any storm and weather even magical storms. Adverse wind conditions do not affect him; for example, even hurricane-force winds cannot knock him down or blow him away. The character gains the effects of a permanent <i>expeditious retreat</i> and <i>jump</i> spell while outdoors during a storm, and he is immune to <i>storm of vengeance</i> and hostile spells with the [Air] descriptor.

- <b>Shocking Burst and Thundering Weapon (Su):</b> At 8th level, the stormlord may enchant any equipped spear or shortspear to deal an additional 1d6 points of electrical damage, an extra 1d8 points of sonic damage, and an extra 1d10 points of weapon damage on a critical hit (2d10 if the critical multiplier is x3, 3d10 if the critical multiplier is x4). This effect lasts 20 rounds.

- <b>Elemental Conflagration (Sp):</b> At 10th level, once per day, the stormlord can cast <i>elemental swarm</i> as if he were a druid with a caster level equal to his character level. This functions the same as the 9th-level druid spell of the same name.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Coming Soon: Consumable Crafting Changes

Unread post by DaloLorn »

For those of you not paying attention to the SVN feed in the main Discord, the crafting of scrolls, wands, potions, and elixirs is changing in a subtle but important way: The introduction of the XP costs from their PnP incarnations.

Read on for the FAQ!

What does this mean?
Crafting a magical consumable will now consume XP proportional to the item's value. The exact formulae are taken from the 3.5e SRD, with some tweaks for BG (namely XP discounts for Master Alchemists crafting potions):
  • Scrolls: SpellLevel * CasterLevel * 1.0
  • Potions: SpellLevel * CasterLevel * 2.0
  • Potions (if Master Brewer, i.e. Master Alchemist level 1 or higher): SpellLevel * CasterLevel * 1.6
  • Potions (if Unrivalled Brewer, i.e. Master Alchemist level 5): SpellLevel * CasterLevel * 1.2
  • Wands: SpellLevel * CasterLevel * 30.0
The crafter cannot delevel by crafting items. If they do not have enough XP to craft the item without deleveling, they will fail to craft the item, and no resources will be consumed. (Except the spell used in the crafting attempt, of course, since we can't refund that.)

A few example XP costs:
  • A CL1 scroll of Mage Armor costs 1 XP.
  • A CL17 scroll of Shades costs 153 XP.
  • A CL1 potion of Cure Light Wounds costs 2 XP (unless Master Alchemist, then it costs 1 XP).
  • A CL15 potion of Spiderskin costs 90 XP.
  • A CL30 elixir of Tortoise Shell created by a level 5 Master Alchemist costs 216 XP.
  • A Wand of Silence (CL3) costs 180 XP. This works out to 3.6 XP per charge before accounting for recharging.
  • A Wand of Hammer of the Gods (CL20, the single most expensive magical consumable in the game) costs 2400 XP (48 XP per charge).
Why are you doing this?
The intention here is threefold:
  • Disincentivize crafter alts with no ingame presence, by forcing the crafter to engage in either RP or adventure for the XP. This will drive traffic to "real" crafters, who actually participate in the world outside the scope of mass-producing consumables.
  • Add a second dimension to consumable costs, allowing crafters a little more leeway with what they charge for their products. At the moment, crafters have basically no profit margins to speak of, because everyone knows how much gold it costs to make an item, and that they can just look for a cheaper one. By allowing the crafter to put a gold value to their time and energy, they can choose to increase prices (or not!) without being immediately blacklisted by their would-be customers.
  • Provide a use for post-30 XP. It's not much, unless you're crafting tons of consumables, but it is a use!
Wait a second. Consumable crafting costs less gold in PnP than on BG! If we're going by PnP rules, this should be a buff/nerf, not a straight nerf; what are you trying to pull on us?
... This is a fair point, and I know it'll come up eventually (partly because I already brought it up internally, and I'm not even affected by it! :lol:). However, let's face it: Our economy is kind of a mess. We should probably be coming up with new gold sinks, not gutting existing ones.
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