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Custom Class Information:

 
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Barry_1066
Server Owner and Designer
Server Owner and Designer


Joined: 03 Aug 2004
Posts: 2913
Location: Ohio

PostPosted: Sun Feb 18, 2007 1:55 pm    Post subject: Custom Class Information: Reply with quote

Complete Listing of New Classes

I have placed these here from four different posts for new persons and all players to easily find.


Classes

To start, a quote from Barry:
"These are custom made Classes, not PRC. The PRC has far too many unbalanced and unwanted (by me) classes -- the PRC has on equip and heart beat scripts that turn a well functioning server into a laggy beast. There are other issues with the PRC as well -- We are not ever going to use the PRC.

These Classes are NOT from the PRC, they are original -- some created by hahnsoo (Bloo), of DMFI Creation Fame, for Crimson Spire, a now defunct server -- Other Classes were created now for Annakolia (by me, flamcrow)- All were adjusted and balanced for Annakolia with many changes made to the CS originals from Bloo."


And now, the classes themselves:

*************************************************************
(1) Acrobat
The acrobat is a unique hybrid of the rogue and monk classes who focuses on purity of body and the martial arts.

- Hit Die: d6
- Proficiencies: Rogue Weapons
- Skill Points: 6 + Int Modifier

REQUIREMENTS:
Feats: Evasion class ability, Dodge, Mobility, Skill Focus Tumble
Skills: 7 Ranks in Tumble

ABILITIES:
Level
1: Improved Unarmed Combat, Spring Attack, Fast Movement
2: Uncanny Dodge II, Woodland Stride
3: Defensive Roll
4: Uncanny Dodge III, Whirlwind Attack
5: Improved Evasion
6: Uncanny Dodge IV
7: Cat's Grace 1/day
8: Uncanny Dodge V
9: Blinding Speed
10: Uncanny Dodge VI, Epic Dodge

*************************************************************

(2) Eldritch Knight
Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on his foes or charge them with sword drawn. The eldritch knight takes pride in his ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

- Hit Die: d6
- Proficiencies: None
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: Martial Weapon Proficiency
Skills: The ability to cast 3rd level arcane spells

ABILITIES:
Each level, an Eldritch Knight gains spellcasting levels as if he/she had leveled in his/her primary arcane spellcasting class.


*************************************************************

(3) Bladesinger
Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesingerís lithe movements and subtle tactics seem beautiful, and belie their deadly martial efficiency.
Multiclassed fighter/bards can become bladesingers most easily, though any elf who can wield a martial weapon and can cast arcane spells can become a bladesinger. Bladesinging ranger/bards, rogue/bardss and bladesinger bards are not unknown.
Bladesingers command great respect in most elf communities and bladesingers usually serve as itinerant guardians and champions of the elf community at large

- Hit Die: d8
- Proficiencies: Light Armor
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Race: Elf, Half-Elf
Base Attack Bonus: +5
Feats: Combat Casting, Dodge, Expertise, Still Spell, Weapon Focus (longsword)
Skills: 4 Ranks in Concentration
3 Ranks in Perform
3 Ranks in Tumble
Spells: The ability to cast 1st level arcane spells.

ABILITIES:
Level
1: Improved Combat Casting, Bladesinger level 1 Spells
2:
3: Improved Combat Casting, Bladesinger level 2 Spells
4:
5: Improved Combat Casting, Bladesinger level 3 Spells
6: Blinding Speed
7: Automatic Still Spell I, Improved Combat Casting, Bladesinger level 4 Spells
8:
9:
10: Improved Whirlwind Attack

*************************************************************

(4) Duelist
The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. He always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect himself is not to get hit at all.

- Hit Die: d10
- Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shield, Martial Weapons
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: Dodge, Expertise, Weapon Finesse
Skills: Parry 5 ranks, Tumble 5 ranks
Other: Base Attack Bonus 6

ABILITIES:
Level
1: Improved Evasion
2: Mobility, Improved Initiative, Exotic Weapon Proficiency
3: Disarm
4: Spring Attack, Lightning Reflexes
5: Improved Parry
6: Improved Disarm
7: Whirlwind Attack
8:
9: Deflect Arrows
10: Improved Whirlwind

*************************************************************

(5) Holy Liberator
The holy liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tyranny wherever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous.

- Hit Die: d10
- Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shield, Martial Weapons
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: Iron Will
Skills: Persuade 5 ranks
Other: Base Attack Bonus 5, No Evil Alignment, No Lawful Alignment

ABILITIES:
Level
1: Divine Grace, Divine Might, Lay On Hands, Hardiness vs Enchantments
2: Smite Evil, Detect Evil, Arcane Defense: Enchantment, Lesser Planar Binding
3: Remove Disease, Turn Undead, Still Mind
4: Slippery Mind, Planar Binding
5:
6: Greater Planar Binding
7:
8: Gate
9:
10:

*************************************************************

(6) Mage Guard
Often Mage Guards hail from Tharbad where groups of mages still battle frequently. The Mage Guards are often the bodyguards of mage, many a time recruited from the local farms or also at times from barbaric tribes. Mage Guards are selected on three things, loyalty, toughness and muscles.

- Hit Die: d12
- Proficiencies: Light Armor, Medium Armor, Shield, Martial Weapons
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: Iron Will
Skills:
Other: Base Attack Bonus 4

ABILITIES:
Level
1: Hardiness vs Enchantments
2: Luck of Heroes
3: Strong Soul
4:
5: Still Mind
6: Slippery Mind
7:
8:
9:
10:

*************************************************************

(7) Mystic Theurge
Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards.

- Hit Die: d4
- Proficiencies: None
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: Skill Focus Lore
Skills: 8 Ranks in Lore
Spells: The ability to cast 2nd level divine and 2nd level arcane spells

ABILITIES:
With every level, a Mystic Theurge gains the spell progressions of both arcane and divine classes.

*************************************************************

( 8 ) Spellsword
As students of both arcane ritual and martial technique, spellswords strive to combine both, gradually learning to cast spells in armor with less chance of failure. Moreover, a spellsword learns to channel spells through his weapon, bypassing his opponent's defenses. Feared by warriors because of his magic, and feared by spellcasters because of his weapon, a spellsword often walks the world alone.

- Hit Die: d8
- Proficiencies: None
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Base Attack Bonus: +4
Feats: Martial Weapon Proficiency
Skills: Lore 6 ranks
The ability to cast 2nd level arcane spells

ABILITIES:
Level
1:
2:
3:
4: Automatic Still Spell 1
5: Uncanny Dodge I
6:
7:
8: Automatic Still Spell 2
9:
10: Spring Attack

*************************************************************

(9) Arcane Trickster
Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers.

- Hit Die: d4
- Proficiencies:
- Skill Points: 4 + Int Modifier

REQUIREMENTS:
Feats: Sneak Attack 2d6 or more
Skills: Disable Trap 7 ranks, Tumble 7 ranks, Lore 4 ranks
Other: Arcane Spellcasting level 3, No Lawful

ABILITIES:
Level
1:
2: Sneak Attack 1
3:
4: Sneak Attack 2
5:
6: Sneak Attack 3
7:
8: Sneak Attack 4
9:
10:

*************************************************************

(10) Summoner
A special breed of conjurer, Summoners are dedicated to the summoning of creatures. They specialise in a certain summoning area.

- Hit Die: d4
- Proficiencies: None
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: -
Skills: -
Other: -

ABILITIES:
Level
1: Summoner Focus, Summon Creature II 1/day
2: Summon Creature III 1/day
3: Summon Creature IV 1/day
4: Summon Creature V 1/day
5: Summon Creature VI 1/day
6: Summon Creature VII 1/day
7: Summon Creature VIII 1/day
8: Summon Creature IX 1/day

*************************************************************

(11) Templar
Templars are divine champions, clerics who are called away from their usual duties to fight in the service of their god. They are more well-versed in combat than their clergy peers, and possess just as much devotion or zeal.

- Hit Die: d10
- Proficiencies: Simple Weapons, Light Armor, Medium Armor, Heavy Armor, Shield
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: Martial Weapon Proficiency
Skills: Discipline 6, Lore 6
Other: Cleric or Paladin, Base Attack Bonus 3

ABILITIES:
Level
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:

Each level, a Templar gains spellcasting levels as if he/she had leveled in his/her primary divine spellcasting class.

*************************************************************

(12) Purist of the Flame
The Purist of the Flame searches for the perfection within a flame, their inner flame to be exact. They are often people of great discipline and concentration and slowly progress to become more adept in harnessing the power of this inner flame and using it outward.
Though this resembles monks in many ways, there are some significant differences. Purists of the Flame seldom lock themselves up in a monastery, instead they seek to actively use their power for the good, or evil of the world. They often hold to their own standards instead of the standards of society. Another difference with monks is that gods seldom have any impact upon a Purist of the Flame, they do not often worship gods, and if they do it will most always be a god that holds a strong bond with the flames.
The Purists of the world vary greatly; from the rebel who strives to fight against tyranny to the cold hearted villain who uses his powers to oppress and exploit the people. However they all share a common goal towards perfection and respect of the inner flame.

- Hit Die: d8
- Proficiencies: -
- Skill Points: 6 + Int Modifier

REQUIREMENTS:
Feats: Strong Soul (level 1 only feat), Toughness
Skills: Discipline 3, Concentration 6
Other: Base Attack Bonus 2, No Lawful

ABILITIES:
Level
1: Improved Unarmed Strike, Evasion, Flurry of Blows, Burning Hands
2: Cleave, Remove Disease, Inferno
3:
4: Ki Strike, Weapon Focus Unarmed, Wall of Flame
5: Spring Attack
6: Damage Reduction 3, Called Shot, Spiral Fireball
7: Ki Strike 2
8: Improved Knockdown, Expertise, Pulse of Fire, Burning Hands 2
9: AC +2, Aura of Fire, Inferno 2
10: Wall of Flame 2
11: Purity of Body, Ki Strike 3, Spiral Fireball 2
12: Damage Reduction 6, Epic Weapon Specialisation Unarmed, Pulse of Fire 2
13: Blinding Speed, Aura of Fire 2
14: Ki Strike 4, Fire Immunity
15: Improved Expertise
16: Flame Doppelganger

*************************************************************

(13) Totem Druid
The Totem druid focuses himself on the protection of the animal part of nature, learning more about the ways of the animals. One can only truly know what another is like and the Totem Druid takes this very literally by learning how to shift into many an animal.

- Hit Die: d8
- Proficiencies: -
- Skill Points: 4 + Int Modifier

REQUIREMENTS:
Feats: Druid Wildshape, Skill Focus Animal Empathy
Skills: Animal Empathy 7
Other: -

ABILITIES:
Level
1: Critter Wildshape
2: Land Wildshape
3: Snake Wildshape
4: Feline Wildshape
5: Magical Wildshape
6: Critter Wildshape 2, Land Wildshape 2
7: Snake Wildshape 2
8: Feline Wildshape 2, Magical Wildshape 2

*************************************************************

(14) Warder
The Warder is dedicated to the protection and defence of goodness in the world. Often found as protectors of travelers and people who keep the roads safe for all that wish to travel them.
The Warders are not bound as a tight group but instead function separately, often even unaware of each other. They serve their own ideals of protection and safety rather then a ruling body or higher being.
Warders can work alone or in groups, regardless they always focus on the safety of the general population and protection from oppression and tyranny throughout the lands.

- Hit Die: d6.
- Proficiencies: Simple weapons and light armor.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:

Alignment: Any non-evil.
Skills: Discipline 4 ranks, Search 4 ranks, Lore 6 ranks, Persuade 8 ranks.
Feats: Alertness, Iron Will.

ABILITIES:

Level
1: Bardic Knowledge: Bonus to identifying items.
1st Favored Enemy
2: Deneir's Eye - +2 bonus to saving throws vs. traps.
Sleep - As spell.
3: Tymora's Smile - +2 bonus on all saves, once per day.
Cat's Grace - As spell.
Uncanny Dodge I
4: Lliira's Heart - +2 bonus to saving throws vs. mind affecting spells.
Eagle's Splendor - As spell.
2nd Favored Enemy
Intensity
5: Craft Harper Item - Create magical potions.
Invisibility - As spell.
6: Uncanny Dodge II
Improved Intensity
7: Keen Sense
8: Improved Invisibility
9: Blindsight 60 feet
10: Greater Intensity
Blend in with the Crowd

*************************************************************

(15) Shapechanger
Shapechangers are variants of the druid class. However the shapechanger is not called shapechanger for focus sing on many forms, instead the shapechanger focuses on one form. Shapechangers have willingly let themselves get infected with lycantrophe and through concentration and focus strive to control the disease and use it to their own benefit. They take the form of the Werewolf and as they advance along their path gain in strength.

- Hit Die: d8
- Proficiencies: -
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: Druid Wildshape, Blooded( first level only feat), Improved Initiative, Resist Disease
Skills: Concentration 7
Other: Neutral, Neutral Good or Neutral Evil Only

ABILITIES:
Level
1: Cold Resistance 1, Partial Skill Affinity Listen, Werewolf Shape 1
2: Partial Skill Affinity Search
3: Darkvision, Partial Skill Affinity Spot
4: Skill Affinity Listen, Cold Resist 2
5: Werewolf Shape 2
6: Skill Affinity Search
7:
8: Greater Werewolf Shape 1, Skill Affinity Spot, Cold Resist 3
9:
10: Werewolf Shape 3
11: Magical Werewolf Shape 1, Greater Werewolf Shape 2
12: Cold Resist 4
13: Keen Sense
14: Greater Werewolf Shape 3
15: Magical Werewolf Shape 2

*************************************************************

(16) Shaman
As the druid is the guardian of nature, and the cleric the guardian of the gods, the shaman hovers somewhere between the two. More focused on the natural world then the cleric, yet less protective of the living natures then the druid. The shaman is often a guide for the spirits and a protector.
Shamans often come from the druidic ways, at times clerics of natural or elemental deities choose this path as well.

- Hit Die: d8
- Proficiencies: -
- Skill Points: 4 + Int Modifier

REQUIREMENTS:
Feats: Resist Nature's Lure or Quicken Spell
Skills: Spellcraft 10
Other: Cleric or Druid

ABILITIES:
Level
1: Cold Resistance 1, Turn Undead,
2: Fire Resistance 1
3: Electrical Resistance 1
4: Cold Resistance 2
5:
6: Fire Resistance 2
7: Electrical Resistance 2
8: Cold Resistance 3
9:
10: Spirit Companion


*************************************************************

(17) Arrow Reaver
Focussing on the bow and arrow the Arrow Reaver is known for his magical talents as well as his keen shot. Damage is far from his specialty, hitting however is. As is the Flame Arrow, the trademark of the Arrow Reaver.

- Hit Die: d8
- Proficiencies: Light Armor, Medium Armor, Light Weapons
- Skill Points: 4 + Int Modifier

REQUIREMENTS:
Feats: Silent Spell or Still Spell
Skills: Spot 10 ranks, Discipline 5 ranks, Concentration 8
Other:

ABILITIES:
Level
1: Reaving Flame Arrow
2:
3: Weapon Focus Shortbow
4:
5:
6: Weapon Specialisation Shortbow
7:
8:
9: Improved Critical Shortbow
10:

*************************************************************

( 18 ) Temple Raider
A Temple Raider is a specialist in raiding the tombs of anything from fallen kings to the common farmer. Some temple raiders do it for the kick, others to take out undead presence in the tombs. Some draw power from a certain god, some just draw on power from the gods in general. Regardless all are versed in the skills of trapping and opening locks.

- Hit Die: d8
- Proficiencies: Light Armor
- Skill Points: 6 + Int Modifier

REQUIREMENTS:
Feats:
Skills: Disable Trap 4 ranks, Open Lock 4 ranks, Search 8 ranks
Other: Base Attack Bonus 4, No Lawful

ABILITIES:
Level
1:
2: Sneak Attack
3: Uncanny Dodge I
4: Luck I
5: Sneak Attack 2
6: Uncanny Dodge II
7: Luck II
8: Sneak Attack 3
9: Uncanny Dodge III
10: Luck III

*************************************************************

(19) Golem Maker

The Golem Maker is one of the most extraordinairy professions in the lands. Reserved for gnomes only, the Golem Maker is a master of building golems, well... or at least knows how to put two and two together and make it move, sort of...
Golem Makers can build their Golem and customise it with build kits, inventions, reinforcements and whatnot.

- Hit Die: d6
- Proficiencies: -
- Skill Points: 2 + Int Modifier

REQUIREMENTS:
Feats: Weapon Focus: Light Hammer or War Hammer
Skills: Craft Armor 10 ranks
Other: Must be Gnome

ABILITIES:
Level
1: Golem Appearance
2: Bonus Feat 1
3:
4: Bonus Feat 2
5:
6: Bonus Feat 3
7:
8: Bonus Feat 4
9:
10: Bonus Feat 5

Epic Levels: Bonus feats every 2 levels.

*************************************************************



New Classes:


*************************************************************
HORSELORD

The Horselord, an image of a valliant hero, a warrior and his mighty steed. The Horselord's training differs from the normal warriors as they train both body and mind. Through this the bond with their steeds intensifies, making for a stronger and more impressive combination.

- Hit Die: d9
- Proficiencies: -
- Skill Points: 4 + Int Modifier

REQUIREMENTS:
Feats: -
Skills: -
Other: Leveling only possible when activated by the Horselord DM.

ABILITIES:
Level
1: Bonus Feat
2: Bonus Feat
3: Bonus Feat
4: Bonus Feat
5: Bonus Feat

--EPIC--
6: Bonus Feat
7: Bonus Feat
8: Bonus Feat
9: Bonus Feat
10: Bonus Feat

Note: Horselord has Special Feats that emphasise upon the bond between rider and horse
*************************************************************

*************************************************************
TRAVELING MERCHANT

The Traveling Merchant is an essential part of any society. They provide rare items and oddities that the normal shops don't sell.
The Traveling Merchant possesess a number of trade secrets to help him conduct his business and keep away from danger.

- Hit Die: d10
- Proficiencies: Weapon Proficiency Martial, Simple and Exotic, Armor Profiency Light and Medium
- Skill Points: 8 + Int Modifier

REQUIREMENTS:
Feats: Skill Focus Appraise
Skills: -
Other: -

ABILITIES:
Level
1: Merchant's Secret
2:
3:
4: Temporal Suitcase
5:
6:
7:
8: Gold Toss
9:
10:
*************************************************************

*************************************************************
WIND SNIPER

The Wind Sniper, and individual with a strong tie to the winds that circle around all in this world. Utilising the winds for his arts with the ranged weapons.
Many ranged fighters are focussed upon shooting, rather then hitting. This is not the case for the Wind Sniper who sacrifices attacks for a better aim.

Note 1: The Wind Sniper uses Wind Power for all its abilities. Each ability uses 1 Wind Power. If you are out of Wind Power you can no longer use any abilities.

- Hit Die: d8
- Proficiencies: Weapon Proficiency Martial and Simple, Armor Profiency Light and Medium
- Skill Points: 4 + Int Modifier

REQUIREMENTS:
Feats: Improved Initiative, Weapon Focus: Longbow or Shortbow or Light Crossbow or Heavy Crossbow or Sling
Skills: Concentration 7 Ranks
Other: -

ABILITIES:
Level
1: Wind Power(5 uses), Wind Guided
2:
3:
4: Riding the Wind
5: Wind Power (15 uses)
6: Wind Spy
7:
8: Wind Shrouded
9:
10:
11:
12:
13:
14:
15: Wind Power (30 uses)
*************************************************************

*************************************************************
WINTER WITCH

The Winter Witch is not necisarilly a witch, or even female. However many of them have been named such by local farmers and peasants. In truth the Winter Witch is merely a specialised spellcaster, focussing on ice spells.

Note 1: The Winter Witch casts spells on either charisma or wisdom. The highest of the two stats is used to determine if a spell can be cast or not. All spells list the base ability needed to cast them.

Note 2: The Winter Witch uses Ice Power to cast spells. Your amount of Ice Power increases as you gain more levels in the Winter Witch Class. All spells list how much Ice Power they cost.

Note 3: Due to their icy nature Winter Witches are immune to cold spells, but do take more damage from fire spells.

- Hit Die: d5
- Proficiencies: Weapon Proficiency Wizard
- Skill Points: 4 + Int Modifier

REQUIREMENTS:
Feats: Maximise Spell
Skills: Spellcraft 10 Ranks, Concentration 10 Ranks
Other: -

ABILITIES:
Level
1: Ice Power 1
2: Ice Spike
3: Mass Ray of Frost
4: Water of Faith
5: Ice Power 2, Frost Cone
6: Covered in Ice
7: Ice Servant
8: Ice Storm
9: Inner Ice
10: Ice Power 3
*************************************************************



----------------------------------------------------------------------------------------------------------------------------

Class Updates:


Templar -- Added the BAB requirment to the 2da

Mystic Theurge -- found a way to enforce the Divine Spellcasting prequisite, you will now need divine and arcane spellcasting as it already said in the description.

Purist of the Flame -- Spell abilities have been updated, disfunctional inferno has been removed and replaced with a different spell.

Temple Raider -- Skill Table has been changed a bit.

Golem Maker -- Fixed a bug with a feat that no one has noticed yet, but anyway, it's fixed now.

Shaman -- Fixed an error in the tlk

Holy Liberator -- The Detect Evil ability is now operational and has a writeup that doesn't look like it went through a grinder


---------------------------------------------------------------------------------------------------------------------------


Spell Updates:


Lesser Shadow, Shadow and Shadow Attack now have their own (correct) writeup in game, instead of all using the Shadow Conjuration writeup.

New Druid cantrip:
*************************************************************
IGNITE

Caster Level(s): Druid 0
Innate Level: 0
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: -
Area of Effect / Target: Self
Duration: 30 seconds / 24 turns
Additional Counter Spells:
Save: Special
Spell Resistance: Yes

This spell consists of two elements. The first element is a flame shield that lasts for 30 seconds, damaging anyone hitting the caster for a point of fire damage.
The second element of the spell is a small burning flame that gives off a faint orange glow. This small flame may be used to ignite trolls.
*************************************************************

This cantrip was made to take care of the druid problem with trolls while being shifted. The troll burning part lasts for the 24 turns listed above. The flame damage on hit lasts for 30 seconds.


---------------------------------------------------------------------------------------------------------------------------


There's probably some other small things, but this is all I can think of for now.









Notes and Important Information

-Epic levels:
None of these classes have epic levels except for the Golem Maker.

-What to do/not do with these classes:
These classes were made to expand the RP of characters and add an extra dimension to the world. I have full confidence in the fact that they can be used to build to make very powerful characters, but that is not what they should be used for. I hope people will honour this request and not make it so that these classes have to be nerfed or tweaked to make them useless power wise, so they simply cannot be used for that goal anymore.

-These classes are in beta:
These classes are still in beta, keep in mind that you will find bugs and possibly exploitable features, please report both. If you are not sure if something is suposed to be the way it is, ask.
Due to this being a beta we hold the right to change classes and force relevels or even, if needed, character deletions.

-Bug Reports:
If you report a bug please keep in mind that the fix will not be ready or operational instantly, it may take some time. At times it may even mean working around something and thus potentially changing the class a bit. So please, have a bit of patience.

- Shapechanger class:
When changing into a werewolf use the caution that is rational RP wise. NPC's will not react kindly to werewolves. If you are seen shapechanging in a town expect a band of werewolf hunters to put you on their black list. And they are armed with more belladona, wolfsbane and silver weaponry then you can shake a stick at, so the result will be painful.

-Golem Appearance
This feat from the Golem Maker can be taken multiple times, but I sincerely recommend to not take it more then once. It doesn't have any use, and it may lead to strange things happening. So for your own saftey do not take it more then once.

_________________
Greatest of all is he called Cthulhu. Only in Ancient, blasphemous manuscripts can that name be found...and those who decipher it are left pale and numb ---
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Barry_1066
Server Owner and Designer
Server Owner and Designer


Joined: 03 Aug 2004
Posts: 2913
Location: Ohio

PostPosted: Sat Jan 31, 2009 7:14 pm    Post subject: Reply with quote

And the newest class - the Mystic:

Mystic
The Mystic is an ordinary individual who finds a new untapped power within the depths of his mind. Where this power came from remains unknown to many; if the individual wishes it the power can develop into many shapes or forms. The power, referred to as Mystic Energy, can harm or heal, shape or destroy. The individuals wielding the power each choose their own path and development of their new powers.

Mystics are not telepaths or fortune telling psychics. Their power however is power of the mind. As such the Mystic uses her intelligence or wisdom modifier as relevant spell ability, using the higher of the two. The relevant spell ability is used in the different Mystic Abilities to increase the power, damage class and/or duration.
As the Mystic focuses her power by use of her mind, she cannot wear headgear such as helmets. Shielding her head disrupts the free flow of Mystic Power from her mind, making it impossible to use her Mystic Abilities. Mystic Abilities, like spells, cannot be used while polymorphed either.

Once a Mystic exhausts her Mystic Energy she needs to go into a state of meditation to regain it. During this state she cannot act in any way and is especially vulnerable to enemy attacks. The Mystic gains 30 points of Mystic Energy at level one; she gains an additional 10 points for every following level in the Mystic Class.

    - Hit Die: d6
    - Proficiencies: -
    - Skill Points: 4 + Int Modifier

    REQUIREMENTS:
    Feats: Skill Focus Concentration, Skill Focus Spellcraft
    Skills: Lore 8 ranks

    ABILITIES:
    Level
    1: Mystic Stats, Meditation, Mysticism
    2: Mystic Ability 1x
    3: Mystic Ability 1x
    4: -
    5: Mystic Ability 1x
    6: Mystic Ability 1x
    7: -
    8: Mystic Ability 1x
    9: Mystic Ability 1x
    10: -
    11: Mystic Ability 1x
    12: Mystic Ability 1x
    13: -
    14: Mystic Ability 1x
    15: Mystic Ability 1x
    16: -
    17: Mystic Ability 1x
    18: Mystic Ability 1x

    RESTRICTIONS:
    - Cannot wear helmets.
    - Requires Mystic Energy to cast spells/use abilities.




Base Abilities

-- Mysticism --
Required Feats: -
Required Skills: -
Mystic Energy Cost: 2
Duration: 5 + 1 round per level
Description: As the Mysticís powers begin to surface she first start by using her powers to append upon her already known abilities. Mysticism is automatically given to a Mystic at level one and reflects upon their base class that they took at level one. The effects of it differ per base class.

    -- Mystic Stats --
    Required Feats: -
    Required Skills: -
    Mystic Energy Cost: -
    Duration: -

Description: This feat displays how much Mystic Energy the character has and how much she can have in total. Using it will show this information in the Server Message Window.
This feat is granted automatically to the Mystic at level 1.

-- Meditation --
Required Feats: -
Required Skills: -
Mystic Energy Cost: -
Duration: 60 seconds + 5 seconds per level
Description: To regain her Mystic Energy a Mystic must go into a meditative state. During this state the Mystic is unable to act in any way. After the meditation has ended the Mystic will have all her Mystic Energy restored.
The amount of Mystic Energy a Mystic has is dependant on her level in the Mystic Class.

Damage Abilities

-- Telekinesis --
Required Feats: -
Required Skills: Concentration 5 ranks
Mystic Energy Cost: 3
Duration: 5 rounds
Description: The Mystic has the power to move objects by his will alone. This power can be used for all sorts of actions, from opening doors to picking up items from a distance. It can also be used on creatures to harm them by twisting an arm or tripping them, doing 1d6 blunt damage and 1 additional damage per three levels of the caster.
There is also a chance that the targeted creature will suffer an injury, decreasing its dexterity by 1 point.

-- Psychic Wave --
Required Feats: Telekinesis
Required Skills: Concentration 10 ranks
Mystic Energy Cost: 5
Duration: 2 + 1 round per three levels
Description: The Mystic sends forth an invisible wave of psychic energy that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well.
The psychic wave damages the targets both physical as well as magically. The physical damage is 1d10 blunt damage, with an additional 1d10 damage per three caster levels. The magical damage deals 1d8 damage to the creature.

-- Psychic Blast --
Required Feats: Psychic Wave
Required Skills: Concentration 16 ranks
Mystic Energy Cost: 7
Duration: 3+ 1 round per two levels
Description: The Mystic sends forth an invisible wave of psychic energy in all directions that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well.
The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d12 damage to the creature.

-- Burn of the Body --
Required Feats: -
Required Skills: Heal 12 Ranks
Mystic Energy Cost: 8
Duration: 2 rounds + 1 per 2 levels
Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. This acid does 1d8 damage with one extra damage per three caster levels. It does this damage each round till the spell expires.
Additionally, the spell can cause the targeted creature to become ill and suffer a -2 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured.

-- Greater Burn of the Body --
Required Feats: Burn of the Body
Required Skills: Heal 18 Ranks
Mystic Energy Cost: 10
Duration: 2 rounds + 1 per 2 levels
Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. Through advanced knowledge of anatomy of creatures this acid is exceptionally potent. This acid does 2d8 damage with one extra damage per two caster levels. It does this damage each round till the spell expires.
Additionally, the spell can cause the targeted creature to become violently ill and suffer a -4 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured.

-- Sound Waves --
Required Feats: -
Required Skills: -
Mystic Energy Cost: 4
Duration: -
Description: By creating heavy vibrations in the air near the targeted creature the Mystic damages her target with sound waves. These sound waves do 1d10 damage and an additional point of damage for every 2 levels of the caster.

-- Wave of Sound Waves --
Required Feats: Sound Waves
Required Skills: -
Mystic Energy Cost: 6
Duration: -
Description: By creating heavy vibrations in the air the Mystic creates a wave of vibrations that damage all it touches with devastating sound waves. These sound waves do 2d12 damage and an additional point of damage for every 2 levels of the caster.

-- Blast of Sound Waves --
Required Feats: Wave of Sound Waves
Required Skills: -
Mystic Energy Cost: 8
Duration: -
Description: By creating heavy vibrations in the air the Mystic creates waves of vibrations that damage creatures all around the caster with devastating sound waves. These sound waves do 1d20 damage and an additional point of damage for every level of the caster.

-- Excited Air --
Required Feats: Sound Waves
Required Skills: -
Mystic Energy Cost: -
Duration: -
Description: By exciting air particles even further after a Sound Wave attack the Mystic can sometimes trigger a delayed explosion. This explosion deals 1d6 fire and blunt damage and deals an extra 1d6 fire and blunt damage for every 3 caster levels.
The explosion has a chance to fire with some delay after a target has been hit with one of the following spells: Sound Waves, Wave of Sound Waves and Blast of Sound Waves. The chances of the explosion firing are respectively: 15%, 20% and 30%.
Excited Air does not add to the Mystic Energy cost of the Sound Waves spells.

-- Aura of Pain --
Required Feats: -
Required Skills: -
Mystic Energy Cost: 7
Duration: 1 turn + 1 turn per three levels.
Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target.
The further away enemies are from the caster, the weaker the effect will be on them.

-- Aura of Pain II --
Required Feats: Aura of Pain
Required Skills: -
Mystic Energy Cost: 9
Duration: 3 turn + 1 turn per three levels.
Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 2d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a greater range than its predecessor.
The further away enemies are from the caster, the weaker the effect will be on them.

-- Aura of Pain III --
Required Feats: Aura of Pain II
Required Skills: -
Mystic Energy Cost: 11
Duration: 5 turn + 1 turn per three levels.
Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 3d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a much greater range than its predecessor.
The further away enemies are from the caster, the weaker the effect will be on them.

-- Gain of Pain --
Required Feats: Aura of Pain II
Required Skills: -
Mystic Energy Cost: 2
Duration: as the Aura of Pain spell that is cast
Description: When using the Aura of Pain spells the Mystic is healed by the damage she does to her enemies. She gains one third of the damage she does to her enemies as hit points, up to her normal maximum number of Hit Points.
This ability is activated automatically when using Aura of Pain I, II and III and adds an added cost of 2 Mystic Energy to the spells.

Buffing Abilities

-- Muscle Buff --
Required Feats: -
Required Skills: -
Mystic Energy Cost: 8
Duration: 1 turn per level
Description: By temporarily increasing the growth rate of muscle tissue the Mystic can make someone much more powerful. This spell increases the targetís strength and constitution by 1d4 points and an extra point per 5 levels. It also raises the characterís fortitude saving throw by 5.

-- Mystic Reflexes --
Required Feats: -
Required Skills: -
Mystic Energy Cost: 8
Duration: 1 turn per level
Description: This spell allows the mystic to use her powers to develop a sixth sense for danger, making her much more likely to avoid incoming attacks. The target of the spell gains 1d4 points of dexterity and an extra point per 5 levels. She also gains a bonus of 5 on her reflex saving throws and gains a damage reduction of 3 points plus 1 extra point per level.

-- Mystic Strike --
Required Feats: Muscle Buff or Mystic Reflexes
Required Skills: -
Mystic Energy Cost: 10
Duration: 1 turn per level
Description: Through intense focus the mystic achieves a state in which she is more accurate with her weapons. Rather than slashing about wildly she uses her power to guide her weapon towards the enemy and hit more often. This ability gives the target a bonus to their Attack Bonus of 3 plus one per three levels of the caster.

-- Mystic Strikes --
Required Feats: Mystic Strike
Required Skills: -
Mystic Energy Cost: -
Duration: -
Description: By using her power to gain increased insight into combat the Mystic, when using the Mystic Strike power, is given an extra attack per round. This feat applies automatically when the user uses Mystic Strike.
This feat does not increase the Mystic Energy cost of the Mystic Strike Power.
Note: The extra attack is often not displayed properly on the character sheet.

-- War Form --
Required Feats: Muscle Buff or Mystic Reflexes
Required Skills: -
Mystic Energy Cost: 10
Duration: 1 turn per level
Description: The Mystic uses her power to change her own shape in that of a hulking creature with powerful claws and strong hooves. In this powerful form the Mystic is a force to be reckoned with, even though the Mystic cannot use her powers while in this form.

-- Greater War Form --
Required Feats: Muscle Buff and Mystic Reflexes or Mystic Strike
Required Skills: -
Mystic Energy Cost: 2
Duration: 1 turn per level
Description: The Mysticís war form gains a powerful great sword and becomes even more powerful. This ability is used automatically when using the War Form ability. An extra 2 Mystic Energy is used up when transforming into the War Form.

-- Sharp Edges --
Required Feats: -
Required Skills: -
Mystic Energy Cost: 7
Duration: 1 turn per level
Description: By changing the very form of a weapon the Mystic can use her powers to sharpen the edges of the weapon; or in case the weapon possesses no sharp edges create them. Doing this to a weapon adds slashing damage to the weapon of 1d6 points.
The damage increases with a higher relevant spell ability modifier.

-- Vibrating Edge --
Required Feats: Sharp Edges, Sound Waves
Required Skills: -
Mystic Energy Cost: 10
Duration: 1 turn per level
Description: The Mystic uses her knowledge of sound vibrations to make the air around a weapon vibrate, allowing it to do extra damage to those she hits. The weapon does an added 1d6 points of sonic damage to those that are struck with it.
The damage increases with a higher relevant spell ability modifier.

-- Mystic Blade --
Required Feats: Sharp Edges
Required Skills: -
Mystic Energy Cost: 10
Duration: 1 turn per level
Description: By channeling her Mystic Energy directly into a weapon a Mystic can do added damage with it. The Mystic Energy deal an added 2 points of magical damage when striking a target.
The damage increases with a higher relevant spell ability modifier.

Defensive Abilities

-- Mind Trick --
Required Feats: -
Required Skills: Hide & Move Silently 8 ranks
Mystic Energy Cost: 4
Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks
Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemyís mind she uses her natural sneak abilities to remain undetected.

-- Advanced Mind Trick --
Required Feats: Mind Trick
Required Skills: Hide & Move Silently 14 ranks
Mystic Energy Cost: 7
Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks
Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemyís mind she uses her natural sneak abilities to remain undetected.
Advanced Mind Trick allows the Mystic to make enemies see her image elsewhere, giving her a 50% concealment bonus. It is also harder to resist than the normal Mind Trick and it can be used on others beside the Mystic herself. However, when used on others the duration will depend on their natural sneak skills.

-- Mindís Aura --
Required Feats: Advanced Mind Trick
Required Skills: Hide & Move Silently 20 ranks
Mystic Energy Cost: 11
Duration: 3 Turns + 1 turn per 3 levels for caster, 2 Turns + 1 turn per 3 hide and move silently skill ranks for nearby allies
Description: The Mystic uses her powers to erase her very image from the mind of those who see her, making her completely undetectable by her enemies. The Mysticís energy extends to those around her, making them disappear from the minds of the enemies as well. The ability is weaker for those near her however; those of strong will may still manage to see them.
The further away an ally is from the caster, the weaker the effect will be on them.

-- Guarding Force --
Required Feats: -
Required Skills: Spellcraft 8 ranks
Mystic Energy Cost: 8
Duration: 1 turn + 1 turn per three levels
Description: The Mystic projects a field of Mystical Energy around himself to protect himself from harm. The field gives the user a bonus to his Armor Class of 4 and also gives the user one point of damage resistance against physical damage for every two levels of the caster.
The Guarding Force field is highly versatile as is made out of pure Mystic Energy. This versatility makes it possible to add different effects to the field by choosing extra feats.

-- Foresight --
Required Feats: Guarding Force
Required Skills: Spellcraft 10 ranks
Mystic Energy Cost: 2
Duration: 1 turn + 1 turn per three levels
Description: The Guarding Force field around the caster lets the caster see incoming attacks a few instances before they hit, granting her the chance to avoid them. This Foresight gives the caster immunity to sneak attacks and also grants her a damage reduction of 30/+5 for the first 100 points of damage. An extra five points are added to this for every level of the caster.
This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

-- Mind Ache --
Required Feats: Guarding Force
Required Skills: Spellcraft 10 ranks
Mystic Energy Cost: 2
Duration: 1 turn + 1 turn per three levels
Description: The Guarding Force field around the caster projects painful thoughts into the mind of any who tries to hit the caster. This Mind Ache causes the attacker to take 1d6 magical damage and an extra point of damage per three levels of the caster.
This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

-- Deflecting Force --
Required Feats: Guarding Force
Required Skills: Spellcraft 12 ranks
Mystic Energy Cost: 2
Duration: 1 turn + 1 turn per three levels
Description: The Guarding Force field around the caster becomes strengthened so that it can deflect incoming missiles their trajectory. Any incoming projectile has a 30% chance of missing the caster; an extra percent is added for each level of the caster.
This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

-- Mental Guard --
Required Feats: Guarding Force
Required Skills: -
Mystic Energy Cost: 1
Duration: 1 turn + 1 turn per three levels
Description: When using the Guarding Force ability the Mystic also strengthens her own mental barriers to fend off potential mind magics aimed at harming the caster. The Mystic gains a bonus of 10 against all Will Saving Throws.
This feat increases the cost of the Guarding Force spell by 1 points of Mystical Energy.

-- Spell Shield --
Required Feats: Guarding Force
Required Skills: Spellcraft 14 ranks
Mystic Energy Cost: 2
Duration: 1 turn + 1 turn per three levels
Description: The Mysticís Guarding Force field is empowered to withstand spells and magic aimed at harming the caster. The Mystic gains a spell resistance equal to 12 points plus 1 point per level of the caster.
This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

-- Energy Absorption --
Required Feats: Guarding Force
Required Skills: -
Mystic Energy Cost: 1
Duration: 1 turn + 1 turn per three levels
Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen type of energy; Acid, Cold, Electrical, Fire or Sonic. This ability gives 1 point of resistance against the chosen type of energy per level of the caster. The feat may be taken multiple times for different energy types.
This feat increases the cost of the Guarding Force spell by 1 points of Mystical Energy.

-- Spell Absorption --
Required Feats: Guarding Force
Required Skills: Spellcraft 22 ranks
Mystic Energy Cost: 5
Duration: 1 turn + 1 turn per three levels
Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen Spell School, absorbing all spells of the chosen spell school for the duration of the spell. The feat may be taken multiple times for different spell schools.
This feat increases the cost of the Guarding Force spell by 5 points of Mystical Energy.

Curative Abilities

-- Natural Healing --
Required Feats: -
Required Skills: Heal 5 ranks
Mystic Energy Cost: 4
Duration: 10 seconds
Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster.

-- Natural Healing II--
Required Feats: Natural Healing
Required Skills: Heal 10 ranks
Mystic Energy Cost: 6
Duration: 20 seconds
Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster.

-- Natural Healing III --
Required Feats: Natural Healing II
Required Skills: Heal 15 ranks
Mystic Energy Cost: 8
Duration: 20 seconds
Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 10 hit points per second, with an extra point for every 4 levels of the caster.

-- Natural Healing IV--
Required Feats: Natural Healing III
Required Skills: Heal 20 ranks
Mystic Energy Cost: 10
Duration: 30 seconds
Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 15 hit points per second, with an extra point for every 4 levels of the caster.

-- Cleansing --
Required Feats: -
Required Skills: Heal 10 ranks
Mystic Energy Cost: 5
Duration: 60 seconds
Description: By using her powers the Mystic can expel negative effects from the body of a targeted creature. This process occurs stepwise, first removing negative statuses such as confusion and paralysis. After 30 seconds effects such as Armor Class and Saving Throw lowering effects are removed. After another 30 seconds negative levels, ability decrease effects and curses are removed.

Status Abilities

-- Mind Break --
Required Feats: -
Required Skills: Concentration 9 ranks
Mystic Energy Cost: 4
Duration: 1 turn per level
Description: Mental defenses are often troublesome for a Mystic, as many of her attacks are aimed at deceiving the mind in some way. By using Mind Break the Mystic can lower her enemyís defenses against her mental attacks. This spell reduces the targetís will save by 10 points for the duration of the spell.

-- Vision of Fear --
Required Feats: -
Required Skills: -
Mystic Energy Cost: 5
Duration: 5 rounds + 1 round per level
Description: The Mystic uses her powers to give the targeted creature a vision of one of their worst fears. The Mystic does not know the content of the vision, as it is made by the mind of the creature itself.
The effect of this vision is that the creature becomes frightened. Secondly, it is possible for the creature to become paralyzed with fear for the duration of the spell.

-- Vision of Infinite Horrors --
Required Feats: Vision of Fear
Required Skills: Lore 18 ranks
Mystic Energy Cost: 8
Duration: 3 Turns
Description: The Vision of Infinite Horrors is a spell in which the Mystic projects innumerous horrific images into the mind of the targeted creature. These images cause the target immense pain, doing 1d6 damage per two levels of the caster. It also cause the target to run away in fear and suffer a penalty of 10 to its Armor Class and to its Attack rolls.

-- Confusion --
Required Feats: -
Required Skills: Lore 7 ranks
Mystic Energy Cost: 4
Duration: 5 + 1 round per level
Description: Power over the perception of others can be a powerful tool. The confusion ability demonstrates that by allowing the Mystic to make her enemies unable to separate friend from foe. The enemy targeted by this spell will mindlessly attack all creatures he sees, regardless of its possible allegiance to them.

-- Mass Confusion --
Required Feats: Confusion
Required Skills: Lore 12 ranks
Mystic Energy Cost: 8
Duration: 3 Turns + 1 round per level
Description: The Mystic changes the perception of all the creatures near her. This change of perception makes it impossible for them to distinguish their friends from their foes, leading to chaos on the battlefield.

-- Blinding Flash --
Required Feats: -
Required Skills: Lore 10 ranks
Mystic Energy Cost: 7
Duration: 3 Turns + 1 round per level
Description: The Mystic releases a bright flash by using her powers. This flash blinds all creatures near the caster causing them to have trouble hitting things and also making it harder for them to dodge incoming attacks.

-- Prison of Stone --
Required Feats: -
Required Skills: Spellcraft 11 ranks
Mystic Energy Cost: 7
Duration: 5 rounds + 1 per level
Description: The very elements shape to the Mysticís will with enough training. By using her powers the Mystic moves the earth itself to surround the target, encasing it in a stone prison. This prison will immobilize the target completely for the duration of the spell; making it impossible for the target to act in any way.

-- Aura of Stones --
Required Feats: Prison of Stone
Required Skills: Spellcraft 17 ranks
Mystic Energy Cost: 11
Duration: 1 turn per level, 1 round per 3 levels
Description: The Mystic forms an aura around herself. Any enemy creature entering this aura will be swallowed by the earth and held in place like with the Prison of Stone spell.
The further away an enemy is from the caster, the weaker the effect will be on them.

-- Domination --
Required Feats: -
Required Skills: Lore 20 ranks and Concentration 20 ranks
Mystic Energy Cost: 10
Duration: 1 turn per level
Description: The Mystic uses her power over perception to make the target creature perceive her as its friend. She in turn makes the creature view all her enemies as its enemies; making the creature a loyal henchman, for the duration of the spell anyway.

Other Abilities

-- The Sleeperís Fury --
Required Feats: -
Required Skills: Concentration 13 ranks
Mystic Energy Cost: -
Duration: 60 seconds + 5 seconds per level
Description: While meditating the Mystic sends out a protective field around herself that damages any enemy that comes too close. This power is automatically activated when the character meditates. It does 1d6 damage and an additional point of damage for every three levels.

-- The Sleeperís Health --
Required Feats: Natural Healing I
Required Skills: Concentration 12 ranks, Heal 12 ranks
Mystic Energy Cost: -
Duration: 60 seconds + 5 seconds per level
Description: By using her knowledge of the bodyís regenerative capabilities the Mystic has learned to heal herself during her meditation. The Mystic regenerates 5 hit points every round while she is in her meditative trance.
This ability is activated automatically when using the Meditation Ability.

-- The Eternal Sleeper --
Required Feats: -
Required Skills: Concentration 19 ranks
Mystic Energy Cost: -
Duration: 60 turns
Description: After awaking from their meditative state the Mystic continues to regain 3 points of Mystic Energy every turn for the duration of the spell after the meditation has expired. This will not raise the Mystic Energy above the maximum amount the character has.

-- Mystical Knowledge --
Required Feats: -
Required Skills: Lore 7 ranks
Mystic Energy Cost: -
Duration: -
Description: The Mystic has learned more of the basis behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has.

-- Mystical Secrets --
Required Feats: Mystical Knowledge
Required Skills: Lore 12 ranks
Mystic Energy Cost: -
Duration: -
Description: The Mystic has learned about the secrets behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge feat.

-- The Seerís Gift --
Required Feats: Mystical Secrets
Required Skills: Lore 20 ranks
Mystic Energy Cost: -
Duration: -
Description: The Mystic feels exceptionally close to the original source of her power; giving her two extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge and Mystical Secrets feats.

-- Body over Mind--
Required Feats: -
Required Skills: -
Mystic Energy Cost: -
Duration: -
Description: For some Mystics intellect and wisdom are not their strong points. Some of these Mystics learn to circumvent their somewhat limited mental capacities by focusing upon their bodies and stamina more. By taking this feat the Mystic will use her Constitution Modifier, when higher than her intelligence or wisdom modifier, as the relevant ability for her spells. The relevant spell ability is used for extra bonuses which vary between spells. In general terms, a higher relevant spell ability will lead to a higher save DC and a longer duration of spells.
_________________
Greatest of all is he called Cthulhu. Only in Ancient, blasphemous manuscripts can that name be found...and those who decipher it are left pale and numb ---
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