This document contains details of custom changes to Purple Dragon Knights on Higher Ground.
Fear - The PDK Fear spell has been changed to an AC penalty effect of (Hit Dice including LLs + 1) / 8 with a DC of 15 + PDK level + Strength modifier + Dexterity modifier. The AC penalty does not stack with curse song. The duration has been increased to PDK level * 2 rounds. If the character has 41 or more Hit Dice and 5 levels of PDK, the duration is doubled. The PDK Fear spell can be used once per day per PDK level.
Final Stand - In addition to granting temporary hit points, it brings all allies in a Large radius to their feet, removing knockdown effects. The radius increases by 1m for every 6 points of Charisma modifier the PDK has, up to a maximum of double the normal radius at 70 Charisma. It can be used 2 + (Lvl / 10) times per day to a max of 8. It can also be used while knocked down.
Heroic Shield - Heroic Shield now grants (PDK level + 1) Dodge AC to one targeted ally for (PDK level * 4) rounds.
Inspire Courage - PDK Inspire Courage now removes fear in addition to its normal effects, and grants temporary immunity to fear effects. Its duration has been extended to 5 rounds per level of PDK, and a second use per day has been added.
Knightly Valor - Having 4 or more PDK levels grants you Tier 1 LL AB regardless of control class and a number of attacks a pure fighter would have.
Oath of Wrath - In addition to its normal effects the PDK Oath of Wrath feat also grants critical immunity and a reroll on failed ability checks versus the racial type of the enemy chosen for the duration. PDK gains extra use per day at PDK level 5 and the duration doubles to four times the character's PDK levels at level 41.
Rallying Cry - Instead of its normal effects The Rallying Cry now grants one additional attack per round. The duration has been increased to 1 round per point of Charisma modifier. If the character has 41 or more hit dice and 5 levels of PDK, then the duration is doubled.
This document contains details of custom changes to Pale Masters on Higher Ground.
Languages - Palemasters can speak Magic and Necromantic. To speak it, use the command
/l magic [message] to speak a single line in Magic, or
/l necromantic [message] to speak a single line in Necromantic. Use
!speak magic or
!speak necromanticto speak Magic or Necromantic until you
!speak another language or opt to
!speak common.
Spells - DC: Characters with 15 levels of palemaster get a +1 bonus to necromancy and illusion DCs. This bonus increases by another +1 at 30 levels of palemaster, and again at level 45, for a total maximum of +3 to DC. Legendary levels count as palemaster levels for the purpose of gaining these dc increases, if the character's control class is palemaster.
- CL: Palemasters calculate caster levels differently than they used to. They add a BASE caster level to their PM caster level for that spell school. The BASE caster level is their highest character level of wizard, sorceror, or bard, regardless of whether that class could cast the spell normally. The PM caster level is their PM level multiplied by either 1/3 (for non-necromancy or illusion spells) or 7/6 (for necromancy and illusion spells). THIS DOES NOT CHANGE SPELL PROGRESSIONS, ONLY THE CASTERLEVEL CALCULATION. Sorceror and PM levels still dont stack for the purposes of acquiring spells, for instance.
Example: An 8 Bard / 22 PM casts a necromancy spell. His BASE caster level is 8, and his PM caster level is 7/6 * 22, or 25. His total caster level is 33 (8 BASE + 25 PM). If he was casting a non-necromantic, non-illusory spell, the BASE would still be 8, but the PM caster level would be 1/3*22, or 7, for a total caster level of 8 BASE + 7 PM = 15. The game engine always rounds down, so the 'bonus' PM caster levels are acquired every 6 levels of PM. Likewise, for non-necromantic, non-illusory spells, caster levels are acquired every three levels.
So, what do these caster levels affect? They ALWAYS affect spell penetration, and USUALLY effect duration, damage, and other effects. The only reason they wouldn't effect these other variables is that some spells have their effects capped at a lower level. Horrid Wilting, for instances, maxes out at 30 caster levels with respect to damage. Vampiric Touch, on the other hand, does not.
- Palemasters do not gain their caster level benefit for the Ethereal Visage spell.
- At level 20, Palemasters get a boosted Death Armor, doing up to 45 +1d6 dmg at maximum caster level (does 1/caster level + 1d6), and lasting ten times as long.
- Bestow Curse and Power Word Kill are now treated as necromancy spell, for the purposes of calculating caster level and effects for palemasters.
Lich Transformation - At Pale Master 20, characters can find a set of items which will allow them to transform into a Lich, changing appearance and gaining a new ability, Lichsong.
- The Lichsong ability has the Summon Creature II-IX spells on it. Wizard Pale Masters must have the identical spells memorized to use Lichsong (Sorcerer Pale Masters use only spell slots).
- The Summon Creature IX ability casts Curse Song at the caster's Pale Master level, including legendary levels. Summon Creature VIII subtracts 5 levels from this; VII 10 levels, and so on down to Summon Creature II at 35 levels below the caster's Pale Master level.
- The !opt lichsong switches the song between targeting a location to always targeting the caster.
- See the Bard journal entries for details on Curse Song.
Lifeblight - If a character gains 30 levels of Palemaster, not counting legendary levels, and conpletes the lich transformation, he gains this nefarious power. It is the equivalent of casting a vampiric touch on every enemy in the area of effect, and scales with legendary levels, as a necromantic spell, meaning that a 10 wizard 50 palemaster casts it at 68th level.
Bone Skin - Pale Masters receive +2 base AC at level 1. For every 4 levels thereafter, they receive 2 more AC, as normal. If, however, they have at least 25 base Strength or Dexterity, AC above the base +2 is halved to 1 point of AC per 4 levels.
Deathless Master Touch - At Pale Master 11, the DC on the Touch becomes 15 + (Pale Master level including LL - 10), reaching 55 at Pale Master 50.
- At Pale Master 30 (not including LL), the Touch can be used an unlimited number of times per day.
Deathless Mastery - Instead of recieving full critical hit immunity at level 10, Pale Masters gain sneak attack immunity. At Pale Master 11 they gain 10% critical immunity which converts criticals into non-criticals 10% of the time. For each Pale Master level above 11 this increases another 10%, becoming full critical hit immunity at Pale Master 20.
Animate Dead, Summon Undead, and Summon Greater Undead - The creatures created by the PM undead creation abilities scale up in power beyond the normal scaling of creature type by level, increasing in power as the palemaster gains pm levels and necromancy foci, and varying slightly in power from casting to casting.
- In legendary levels, the creatures created by the PM undead creation abilities are the same as those created by the Animate/Create/Greater Un/Dead line of spells, scaling up according to casterlevel, ability level (2-9), necromancy foci, and random chance.
This document contains details of custom changes to Dragon Disciples on Higher Ground.
Paths of Discipline - A character with a half dragon subrace will become a disciple of that color dragon, gaining the appropriate immunity in place of fire immunity. They still get all the other advantages of the class. Non-half-dragons have the opportunity to pick what color of dragon disciple they wish to be. They may only make this selection when they have between one and three levels of dragon disciple. They must find a secret location to select their path. Once chosen, they are unable to change their path. If no path is selected when they gain their fourth level of dragon disciple, they will be Red dragon disciples.
Prismatic Half-Dragons are the exception to this rule. They may select a non-RDD path at any time before they reach 10 levels of RDD.
Draconic Size - At 30 levels of Dragon Disciple, if they have Epic Toughness 10, the character will continue to transform, taking on a much larger and scalier form. The form is large-sized, able to weild a large weapon and shield, or a large weapon and a medium weapon.
- Dragon Disciples using the open Half-Dragon subraces (Half-Dragon - Black, Blue, Green, Red, or White) have lesser requirements, due to their dragon heritage. Thus they require Epic Toughness 9, instead of Epic Toughness 10, to gain these characteristics.
- Transformed Dragon Disciples may use the PC Scry to activate tails if they wish
Dragon Characteristics - At 20 levels of RDD, if the character has Epic Toughness 5, the character will gain True Sight, Immunity to Sneak Attack, and spell resistance equal to 20 + RDD level (again, including legendary levels if the character's control class is RDD) to a maximum of 70 sr at RDD level 50.
- Dragon Disciples using the open Half-Dragon subraces (Half-Dragon - Black, Blue, Green, Red, or White) have lesser requirements, due to their dragon heritage. Thus they require Epic Toughness 4, instead of Epic Toughness 5, to gain these characteristics.
Dragonfear Aura - The Aura lasts 1 round per Dragon Disciple (DD) level, including legendary levels if the character's control class is also DD. It terrifies the character's opponents, inflicting -1 to attack, skills, and saves while remaining in the aura. These penalties increase by -1 per 10 levels above 40 up to -5 at level 80 with CC Dragon Disciple.
Wing Buffet - At 30 levels of Dragon Disciple (DD), a character with Epic Toughness 10 gains a wing buffet attack. The buffet does 1d12 points of damage to every creature in a large-sized area, for every 5 DD levels the character has, including legendary levels if the character's control class is DD, for a maximum of 10d12 at 50 levels DD. It also knocks each target down if they fail a reflex DC check equal to (10 + Dragon Disciple levels (legendary levels excluded) + CON modifier). Quasiclasses have -5 penalty to DC. The buffet can also kill fume like creatures with -5 penalty to DC. The buffet also clears away AoE effects in the area like a Gust of Wind.
- Dragon Disciples using the open Half-Dragon subraces (Half-Dragon - Black, Blue, Green, Red, or White) have lesser requirements, due to their dragon heritage. Thus they require Epic Toughness 9, instead of Epic Toughness 10, to gain these characteristics.
- Bloodfire and Dragonstorm Mages add their DD and Sorc levels (plus CON modifier) to find the DC for the knockdown check.
Draconic Armor - Draconic Armor now grants 1 AC per 3 levels of Dragon Disciple, resulting in a net +2 bonus over the old scale at Dragon Disciple 30.
Dragon Abilities - Absolute immunity to a Disciple's chosen element has been rescaled, starting with 10% at disciple level 4 and increasing by 10% every following disciple level, until 100% is reached at level 13.
- Dragon Disciples (DDs) continue to gain in power after level 10, in ways much more substantial than the standard Bioware progression. In order to do this, however, they must take the Epic Toughness feats, a token of the investment they make in developing the hidden powers of their physique. To gain the full benefits of their DD levels, they must take the following feats by the following levels (or later, gaining the abilities for that level retroactively):
level 20 - Epic Toughness 5
level 25 - Epic Toughness 7
level 30 - Epic Toughness 10
- Dragon Disciples using the open Half-Dragon subraces (Half-Dragon - Black, Blue, Green, Red, or White) have lesser requirements than others, due to their dragon heritage. As a result, all Epic Toughness feat requirements are lessened by one for characters using the Half-Dragon subraces.
- Dragon Disciples gain the following bonuses at the following Disciple levels, which include legendary levels if the character's control class is Dragon Disciple. The only change in the first 10 levels of standard gains is that DDs do not get +4 strength at level 10:
2 : +2 Strength
4 : +2 Strength
7 : +2 Constitution
9 : +2 Intelligence
10: +2 Charisma, Dragon Breath improvement
15: +2 Strength
(Epic Toughness 5 requirement)
20: +2 Strength, +2 Constitution, +2 Intelligence, Dragon Characteristics improvements
(Epic Toughness 7 requirement)
25: +2 Strength
(Epic Toughness 10 requirement)
30: +2 Strength, +2 Constitution, +2 Charisma, Wing Buffet, Dragonfear Aura, and Draconic Size improvements
35: +2 Strength
40: +2 Strength, +2 Constitution, +2 Intelligence
45: +2 Strength
50: +2 Strength, +2 Constitution, +2 Charisma
- These bonuses are gained automatically on levelup - the character will be asked to relog until they take effect. Once they reach character level 40, however, they will have to seek out a particular object in order to gain further stat bonuses. Once they find it, they will have to return every 5 levels to gain the next bonus.
- The character need not take 30 levels of DD before legendary levels in order to keep advancing as a DD. As long as DD is their control class the legendary levels they acquire will count towards increasing their DD level for the purpose of gaining new stat bonuses and other abilities.
Dragon Breath - At 10 levels of Dragon Disciple (DD), he DD's dragon breath improves. It gains unlimited uses, but may only be used every two minutes. Damage and DC increase with DD levels, including legendary levels if the character's control class is also DD. They are capped at certain points if the character does not have the Epic Toughness feats required.
- Red Dragon Disciples do fire and magical damage. Black disciples do acid and divine damage. Blue disciples do electrical and positive damage. Green disciples do acid and negative damage. White disciples do cold and magical damage. For non-red disciples, the breath ability is accessed from the Special Abilities menu as a Wyrmling Breath.
- Damage = 6d12 each of the two types, plus 1d12 for every 2 RDD levels past 10, to a maximum of 26d12 at RDD level 50.
- DC = 22, plus 7/10ths of the character's RD levels, to a maximum of 54 DC at RDD level 50, plus 1 per 5 paragon levels.
- Dragon breath also decreases enemy elemental resistance by (XDD level including legendary levels / 2) to Dragon Disciple's own element and (XDD level including legendary levels / 5) to every other element. This effect lasts for 5 rounds.
- The breath is capped at level 20 unless the character has the Epic Toughness 5 feat, at level 25 unless the character has the Epic Toughness 7 feat, and level 30 unless the character has the Epic Toughness 10 feat. Dragon Disciples using the open Half-Dragon subraces (Half-Dragon - Black, Blue, Green, Red, or White) have lesser requirements, due to their dragon heritage. They require Epic Toughness 4, Epic Toughness 6, and Epic Toughness 9, respectively.
This document contains details of custom changes to Shadowdancers on Higher Ground.
Darksight - At Shadowdancer 15, characters are immune to blindness.
Feat Conversion - Characters with at least 13 levels of Shadowdancer may exchange Epic Reflexes feats for Epic Great Dexterity feats, by using the PC Scry. A character who converts feats in this manner can no longer delevel using the town priest.
- Upon reaching character level 42 (in legendary levels), the swap is no longer available.
Shadow Decoy - At 45 levels of SD (including legendary levels if the character's control class is SD), the SD gains the shadow decoy ability, once they find a certian item. Three times per day, the SD can create a shadowy double of himself to draw monster attacks. It lasts three rounds before exploding in a burst of negative energy.
Shadow Rift - Finding a certain item will allow Shadowdancers to enchant melee weapons with Shadow Rift, which will add 1 die of negative damage per 10 shadowdancer levels (including legendary levels if your control class is shadowdancer) negative damage on hit. The Shadow Rift will last for 4 rounds per shadowdancer level (including legendary levels if your control class is shadowdancer). The Rift may be used one time each day for every 10 shadowdancer levels you possess (including legendary levels if your control class is shadowdancer).
Shadow Step - The Shadow Step ability can be found, which allows a Shadowdancer with 25 lvls of SD to teleport to a nearby enemy or living player. They will arrive in Greater Sanctuary and have +5 to their base AB for 3 rounds.
Additional Skill Options - Legendary Shadowdancers may raise Bluff, Craft Armor, Craft Weapon, and Taunt as class skills in legendary levels.
Hide in Plain Sight - Shadowdancers now acquire Hide in Plain Sight at Shadowdancer 10 instead of Shadowdancer 1.
Shadow Daze - Shadow Daze becomes a ranged unlimited-use single-target Curse Song effect at Shadowdancer 22.
- The effect of Shadow Daze's curse is equal to a flat Curse Song of the Shadowdancer's level, including legendary levels.
- The Shadow Daze curse lasts 3 rounds per point of the Shadowdancer's Charisma modifier.
Shadow Evade - Legendary levels count as Shadowdancer levels if the character's control class is Shadowdancer, for purposes of the progression, duration, and gaining additional powers.
- Shadow Evade now lasts 2 rounds per Shadowdancer level.
- Shadow Evade now grants additional movement speed.
- At Shadowdancer level 50 Shadow Evade grants additional attack per round.
Lvl Conceal Soak AC
4 5% 5/+1 1
5 5% 5/+1 1
6 10% 5/+1 2
7 10% 5/+1 2
8 15% 10/+1 3
9 15% 10/+1 3
10 20% 10/+1 4
Lvl Conceal Soak AC
11 20% 10/+2 5
12 20% 10/+2 5
13 20% 10/+2 5
14 20% 11/+3 5
15 25% 11/+3 6
16 25% 11/+3 6
17 25% 11/+4 6
18 25% 12/+4 6
19 25% 12/+4 7
20 30% 12/+5 7 unlimited usage
Lvl Conceal Soak AC
21 30% 12/+5 7
22 30% 13/+5 7
23 30% 13/+6 8
24 30% 13/+6 8
25 35% 13/+6 8 immunity to death magic
26 35% 14/+7 8
27 35% 14/+7 9
28 35% 14/+7 9
29 35% 14/+8 9
30 40% 15/+8 9 immunity to necromancy
Lvl Conceal Soak AC
31 40% 15/+8 10
32 40% 15/+9 10
33 40% 15/+9 10
34 40% 16/+9 10
35 45% 16/+10 11 +100% immunity to
36 45% 16/+10 11 negative energy
37 45% 16/+10 11
38 45% 17/+11 11
39 45% 17/+11 12
40 50% 17/+11 12 grants 10 rounds
etherealness
separate from
the other effects
Lvl Conceal Soak AC
41 50% 17/+12 12
42 50% 18/+12 12
43 50% 18/+12 13
44 50% 18/+13 13
45 55% 18/+13 13
46 55% 19/+13 13
47 55% 19/+14 14
48 55% 19/+14 14
49 55% 19/+14 14
50 60% 20/+15 14 grants an additional
attack per round
Slippery Mind - Slippery mind protects against some other mind effects in addition to mind spells.
Summon Shadow and Epic Shadowlord - The creatures summoned by the Summon Shadow ability scale up in power with shadowdancer levels, beyond the normal scaling of summon type by level, and vary slightly in power from casting to casting.
- The Epic Shadowlord feat still grants a new summon, but also gives a substantial bonus to the Summon Shadow ability's power scaling in both normal and legendary levels.
- In legendary levels, the Summon Shadow ability summons a Legendary Shadow Elemental, whose power scales up according to shadowdancer level (including legendary levels if CC is SD), with a substantial bonus for the Epic Shadowlord feat, and varies slightly in power from casting to casting.
Whirlwind Attack - For characters with shadowdancer as their control class, Whirlwind and Improved Whirlwind improve at character level 41. When using either one, the shadowdancer will perform a negative energy attack, seperate from the whirl. The effects target every opponent in the area of effect, not just those the shadowdancer hits. It does 1d8 points of damage plus 2 per shadowdancer level to max of 100 + 1d8 at shadowdancer level 50, with a will save for half damage at dc equal to the shadowdancer level + 5. It also inflicts 1 point STR damage per 8 shadowdancer levels, up to 6 points at shadowdancer level 48+.
This document contains details of custom changes to Shifters on Higher Ground.
Animal Empathy - For spells cast while shifted, Shifters use Animal Empathy instead of Lore for damage bonuses. In addition, most Shifter abilities can receive up to a 100% damage bonus from the Animal Empathy skill.
Shape Shifting - Unarmed weapon focus feats now benefit armed forms while shifted.
- Characters with the Wild Shape feat may take Weapon Specialization and Epic Weapon Specialization in creature weapons in legendary levels.
Shifter Basics - All shifter forms have been redone on Higher Ground. Furthermore, additional forms are available to players with HG Enhanced.
- Wisdom AC no longer applies when shifted from any source. While shifted, Druids and Shifters receive 2 + ((Shifter level including LLs / 10) * 2) Natural AC. This AC does not stack with Barkskin, but is undispellable.
- For all shifter documentation, Polymorph Level (PL) is defined as Druid level + Shifter level + Ranger level (including legendary levels if the character's control class is Druid, Shifter, or Ranger).
- For spells cast in shifted form, caster level (CL) is Druid level + Shifter level (including legendary levels if the character's control class is Druid or Shifter).
- Base DC for non-spell abilities is equal to 10 + Form Rank (listed with each form) + Wis modifier + (foci * 3). Foci are described further below.
- Many forms use Shadow Attack as a touch attack power. The actual effect of Shadow Attack depends on the form you assume.
- In order to unshift, a Shifter must use the !cancel poly Simtools command.
Essence Points - Whenever you shift into an unlimited form, your Essence Point (EP) pool is refilled. You receive a total number of EP equal to your PL.
- When you shift into limited forms (Construct, Dragon, Outsider, and Undead) you are given an EP pool per rest equal to your level (including legendary and paragon levels) * (3 + Legendary Forum Focus + Paragon Form Focus) that is shared between the forms in that category.
- Shifters now receive unlimited shifts with limited forms as long as they have remaining essence, costing 1 EP per shift taken from that form's pool.
Legendary Progression - Most shifter forms improve in AB and AC between PL41 and PL60. The AB increase comes from increasing Strength or Dexterity, and the AC increase comes from the addition of Shield AC.
Legendary Form Foci - Legendary Form Focus feats are available for Wildshape, Construct Shape, Dragon Shape, Humanoid Shape, Outsider Shape, and Undead Shape. Each shape has three ranks of focus feat. These feats can only be taken during legendary levels and beyond.
- Taking the first rank of any focus feat grants a more powerful base form, usually with additional abilities. Every focus rank grants +2 to AB and AC, and +3 to the DC of all DC-based abilities while in a form covered by that focus. In addition, other factors may be improved by focus ranks, depending on the particular form assumed.
- For limited-use forms, such as Construct Shape, each focus rank grants an additional use of that form per rest.
- For armed forms, legendary focus feats allow unarmed weapon focus feats to be translated to weapon focus feats. With LFF1, Weapon Focus is translated. With LFF2, Epic Weapon Focus and Improved Critical are translated. With LFF3, Legendary Weapon Focus is translated.
Paragon Form Foci -Paragon Form Focus feats are available for all the shapes that have Legendary foci. They require Legendary Form Focus in the shape, and add 2 dc to all abilities for the shape.
Legendary Form Defense - Legendary Form Defense requires a legendary character with the wildshape feat, and adds 3 ac to all forms.
Paragon Form Defense - Paragon Form Defense requires Legendary Form Defense, and adds an additional 3 ac to all forms.
Equipment Merging - All equipment merges when you shift, with the exception of Shield AC. The attributes of your primary weapon will be applied to all weaponswhen you shift. The only weapon buffs that will transfer are keen and enchantment bonuses. Spells like Darkfire or Flame Weapon will not transfer between forms, but if cast on an armed form will remain until the shifter changes shape.
Construct Shape - Shifters in Construct Shape are immune to amnesia effects.
- Construct Shape now offers Crystal Golem and Marut with HG Enhanced.
Demonflesh Golem (Rank 5) - Demonflesh golems can survive in fire-permeated areas.
- [5 EP] Rage - Grants +(CL / 5) Str/Dex/Con and -2 Dodge AC. Grants base physical damage bonus equal to Wis modifier.
- [1 EP] Infesting Touch (Shadow Attack) - Decreases target Conc/Disc by (Foci) for (Foci + 1d3) rounds. Requires LFFC1.
- [1 EP] Focused Immunity (Protection Aura) - This aura requires LFFC1, and grants the shifter 100% damage immunity and 100/- resistance to the selected element. The element protected against is selected via chat command:
!damac - acid
!damco - cold
!damel - electric
!damfi - fire
!damso - sonic
- Weapon buffs on the shifters base weapon shift over to enhance Demonflesh Golems
- With LFFC1 Demonflesh golems get an additional attack per round.
Iron Golem (Rank 5) - Iron Golems can breathe in any environment.
- [5 EP] Poison Breath - All targets in a Small cone who fail a Fort save lose (CL / 5) Con. Any target reduced to 0 Con is slain.
- [1 EP] Crumple Armor (Shadow Attack) - Decreases target AC by (Foci) for (Foci + 1d3) rounds. Requires LFFC1.
Stone Golem (Rank 6) - Stone Golems can breathe in any environment and are immune to petrification.
- [1 EP] Hurl Rock - All targets in a Medium radius receive CLd6 bludgeoning damage, with a Reflex save for half.
- [1 EP] Siege Mode (Protection Aura) - Increases the user's physical/elemental immunities by (10 + (5 * Foci))% and makes the user immune to knockdown. The user is immobilized. Damage on Hurl Rock is increased to CLd8. Requires LFFC1.
Crystal Golem (Rank 7) - Crystal Golems can breathe in any environment.
- Crystal Golems are immune to all mind effects except Fear.
- [2 EP] Prismatic Spray - as the spell.
- [1 EP] Daze Aura - All targets in a Large aura must make a Will save each round or be dazed. Requires LFFC1.
- [1 EP] Crystalline Matrix - Adds soak x / +y where x is 20 + (4 per LFFC) and y is Shifter Lvl /3 (max of +16).
Marut (Rank 5) - Maruts can breathe in any environment.
- [3 EP] Grappling Chain - The target must make a Reflex save or be paralyzed for (CL / 3) rounds. Requires LFFC1.
- [2 EP] Lightning Pulse - All targets in a Large radius receive CLd6 electrical damage, with a Reflex save for half.
Dragon Shape - Dragon Shape now offers White Dragon and Silver Dragon with HG Enhanced.
Blue Dragon (Rank 8) - Enhanced Melee Damage - adds 1d6/2d6/4d6/7d6 electrical damage on hit, based on foci.
- [Variable EP] Dragon Breath - All targets in a Medium cone receive CLd10 electrical damage, with a Reflex save for half.
- [3 EP] Wing Buffet - All targets in a Huge radius must make a Reflex save or be knocked down for 1d3 + 1 rounds. Requires LFFD1.
Green Dragon (Rank 8) - Enhanced Melee Damage - adds 1d6/2d6/4d6/7d6 acid damage on hit, based on foci.
- [Variable EP] Dragon Breath - All targets in a Medium cone receive CLd10 acid damage, with a Reflex save for half.
- [3 EP] Wing Buffet - All targets in a Huge radius must make a Reflex save or be knocked down for 1d3 + 1 rounds. Requires LFFD1.
Red Dragon (Rank 8) - Enhanced Melee Damage - adds 1d6/2d6/4d6/7d6 fire damage on hit, based on foci.
- [Variable EP] Dragon Breath - All targets in a Medium cone receive CLd10 fire damage, with a Reflex save for half.
- [3 EP] Wing Buffet - All targets in a Huge radius must make a Reflex save or be knocked down for 1d3 + 1 rounds. Requires LFFD1.
White Dragon (Rank 8) - Enhanced Melee Damage - adds 1d6/2d6/4d6/7d6 cold damage on hit, based on foci.
- [Variable EP] Dragon Breath - All targets in a Medium cone receive CLd10 cold damage, with a Reflex save for half.
- [3 EP] Wing Buffet - All targets in a Huge radius must make a Reflex save or be knocked down for 1d3 + 1 rounds. Requires LFFD1.
Silver Dragon (Rank 8) - Enhanced Melee Damage - adds 1d6/2d6/4d6/7d6 sonic damage on hit, based on foci.
- [Variable EP] Dragon Breath - All targets in a Medium cone receive CLd10 sonic damage, with a Reflex save for half.
- [3 EP] Wing Buffet - All targets in a Huge radius must make a Reflex save or be knocked down for 1d3 + 1 rounds. Requires LFFD1.
Greater Wildshape 1 - All Wyrmlings can use Inflicting Breath, except Green which receives Weakening Breath.
- All Wyrmlings can fly.
Black Wyrmling (Rank 6) - [1 EP] Inflicting Breath - All targets in a Small cone receive (CL / 2)d6 acid damage, with a Reflex save for half. In addition, 5% acid vulnerability is inflicted for (1 + Foci) rounds.
Blue Wyrmling (Rank 6) - [1 EP] Inflicting Breath - All targets in a Small cone receive (CL / 2)d6 electrical damage, with a Reflex save for half. In addition, 5% electrical vulnerability is inflicted for (1 + Foci) rounds.
Green Wyrmling (Rank 6) - [1 EP] Weakening Breath - All targets in a Small cone have their physical damage lowered by ((CL / 10) + (Foci * 4)) points for 1 minute. Targets with Evasion receive a Reflex save to avoid this effect.
Red Wyrmling (Rank 6) - [1 EP] Inflicting Breath - All targets in a Small cone receive (CL / 2)d6 fire damage, with a Reflex save for half. In addition, 5% fire vulnerability is inflicted for (1 + Foci) rounds.
White Wyrmling (Rank 6) - [1 EP] Inflicting Breath - All targets in a Small cone receive (CL / 2)d6 cold damage, with a Reflex save for half. In addition, 5% cold vulnerability is inflicted for (1 + Foci) rounds.
Greater Wildshape 2 - Greater Wildshape 2 now offers Fairy and Troll with HG Enhanced.
Gargoyle (Rank 4) - Gargoyles are immune to petrification.
- Damage Reduction - Gargoyles receive (Shifter level)/+16 DR with LFFW1 maxing at 30/+16.
- Parry - Gargoyles receive +(Shifter level including LLs) Parry with LFFW1.
- SF Parry - Gargoyles receive Skill Focus (parry) with LFFW2.
- ESF Parry - Gargoyles receive Epic Skill Focus (parry) with LFFW3.
Harpy (Rank 7) - Harpies can fly.
- Harpy Song - Harpy Song is the equivalent of Bard Curse Song. Bard song level is equivalent to Shifter level (including LLs).
- Animal Empathy is used in place of Perform, with 6 points of Animal Empathy being equivalent to 5 Perform; hence, AE 120 is sufficient to reach song level 50 at Shifter 50.
- Each focus rank extends the duration of the Curse by 5 rounds.
- See the Bard documentation (
!doc bard) for more information on Curse Song.
Minotaur (Rank 4) - [5 EP] Rage - Grants +(CL / 5) Str/Dex/Con and -2 Dodge AC.
- [40 EP] Maze (Dominate Monster) - as the spell. Requires LFFW1.
Fairy (Rank 6) - Fairies can fly.
- A Fairy gains 20 + (5 / 5 Shifter levels inc LL) points of conceal.
- [3 EP] Spill Potion - The shifter rolls (Shifter level including LL) + (Pick Pocket skill bonuses) + (Foci * 5) vs (30 + enemy Spot). This skill requires 1 point of Pick Pocket skill to use to best advantage. If successful and the enemy has a pickpocketable potion, it will be spilled.
- [1 EP] Mock - When a Fairy uses Taunt, if his base Taunt skill is less than (Shifter level including LL), it will be raised to that amount.
Troll (Rank 5) - Regeneration - Trolls receive (Shifter level + (Foci * 5)) regeneration (to a maximum of 45 with 30 shifter levels) three times each round.
Greater Wildshape 3 - Greater Wildshape 3 now offers Wyvern and Xorn with HG Enhanced.
Basilisk (Rank 6) - [8 EP] Death Gaze - All enemies in a Small cone must make a Fortitude save or be slain.
Drider (Rank 6) - Driders are completely immune to Knockdown and can walk on sand without danger.
- A Drider gains 10 + (5 / 5 Shifter levels inc LL) points of conceal.
- [1 EP] Darkness - as the spell.
- [2 EP] Web - as the spell.
- [3 EP] Magic Missile - as the spell; increases to ILMS in the Epic upgrade and IGMS with LFFW1.
Manticore (Rank 7) - [1 EP] Manticore Spikes - A total of (Shifter level including LL / 2) spikes are launched in a Large cone, each doing (Shifter level including LL / 2)d4 piercing damage.
Wyvern (Rank 5) - [2 EP] Poison Sting - The target's Strength and Dexterity are reduced by (CL / 4) + (Foci * 2) for CL rounds on a successful touch attack.
- [5 EP] Wyvern Snatch - The shifter grabs the target with a touch attack and failed reflex save, lifting them into the air and dropping them for damage and Knockdown.
Xorn (Rank 5) - Xorns can pass through rock without danger.
- [1 EP] Petrification Touch - Enemies struck by the Xorn in combat must make a Reflex save or be petrified.
Greater Wildshape 4 - Greater Wildshape 4 now offers Beholder and Gelatinous Cube with HG Enhanced.
Dire Tiger (Rank 4) - [5 EP] Knockdown Pounce (Shadow Attack) - The target is knocked down for 1d3 +1 rounds on a successful touch attack. If the touch attack is a critical hit the target is knocked down for 1d3 + 3 rounds. Requires LFFW1.
Medusa (Rank 7) - [5 EP] Petrification Gaze - All enemies in a Small cone must make a Fortitude save or be petrified.
Mind Flayer (Rank 8) - Mind flayers are immune to all mind effects except fear.
- [5 EP] Mind Blast - All enemies in a Small cone must make a Will save or be stunned. Any already-stunned enemy receives CLd3 psionic damage.
Beholder (Rank 8) - Beholders can levitate as if they were wearing a Ring of Levitation.
- [8 EP] Antimagic Cone - All creatures in a Small cone are the target of a dispel effect at a level equal to CL. If they fail a Will save, they will suffer 100% spell failure for a short time.
- [1 EP] Inflict Ray - Inflicts CLd4 negative damage on a successful pseudotouch attack.
- [1 EP] Freeze Ray - Inflicts CLd8 cold damage on a successful pseudotouch attack.
Gelatinous Cube (Rank 5) - [2 EP] Gelatinous Disarm - On a successful touch attack, the target must make a Reflex save or be disarmed. Even if it saves the target will be slowed by residue from the cube.
Humanoid Shape - Humanoid Shape now offers Kenku and Sahuagin with HG Enhanced.
- All Humanoid forms benefit from weapon buffs cast on the shifter
- All Humanoid forms can use the Player Tool 2 feat to resurrect dead party members, if they have rez scrolls or rods in their inventory.
- All Humanoid forms get an extra attack per round with LFFH1
Drow (Rank 5) - Now wields a light mace.
- Body Adjustment - Will automatically use a Saintsblood Pearl, Amorian Berries, or Grapes of Plenty in the user's inventory for Restoration. Requires LFFH1.
- A Drow gains 0 + (5 / 5 Shifter levels inc LL) points of conceal.
- [1 EP] Mortal Strike - as the Assassin ability, with the standard Shifter DC. Requires LFFH1.
- [1 EP] Darkness - as the spell.
Kobold (Rank 4) - Body Adjustment - Will automatically use a Saintsblood Pearl, Amorian Berries, or Grapes of Plenty in the user's inventory for Restoration. Requires LFFH1.
- A Kobold gains 15 + (5 / 5 Shifter levels inc LL) points of conceal.
- Sneak Attack - Kobolds receive ((Shifter level / 3) + Foci)d6 Blackguard Sneak Attack.
- [10 EP] Set Trap - When this spell is used it sets a trap full of stinging insects which do 1d10 per shifter level of pierce and acid damage (Fort save for half). Those affected also suffer -1 to fort and reflex saves, with another -1 per LFF to a max of -4.
Lizardfolk (Rank 4) - Body Adjustment - Will automatically use a Saintsblood Pearl, Amorian Berries, or Grapes of Plenty in the user's inventory for Restoration. Requires LFFH1.
- [1 EP] Lash Infliction - Inflicts vulnerabilities on the target as a Lash of Hatred, except Negative vulnerability, to a maximum of (3 + (Foci * 3))%.
Kenku (Rank 4) - Kenku can levitate as if they were wearing a Ring of Levitation.
- Body Adjustment - Will automatically use a Saintsblood Pearl, Amorian Berries, or Grapes of Plenty in the user's inventory for Restoration. Requires LFFH1.
- Bow - Kenku use a bow, with the damage types from the user's weapon automatically transferred.
Sahuagin (Rank 5) - Sahuagin can breathe water as if they were wearing a Ring of Water Breathing.
- Body Adjustment - Will automatically use a Saintsblood Pearl, Amorian Berries, or Grapes of Plenty in the user's inventory for Restoration. Requires LFFH1.
- [2 EP] Net - as the Web spell.
Outsider Shape - Outsider Shape now offers Modron and Leonal with HG Enhanced.
Azer (Rank 7) - Azer can survive in fire-permeated areas.
- [1 EP] Burning Hands - as the spell. After taking a legendary form focus, this ability becomes Fire Pulse, which does CLd6 fire damage in a large radius, with a reflex save for half.
- [1 EP] Fire Blast - All enemies in a Colossal cylinder receive CLd8 fire damage, with a Reflex save for half.
- [1 EP] Fire Protection Aura - All allies in the aura receive 30/50/70% immunity to fire depending on foci. Requires LFFO1.
Death Slaad (Rank 8) - Death Slaad are immune to confusion.
- [1 EP] Chaos Spittle - Inflicts CLd4 Magical damage on a successful pseudotouch attack.
- [1 EP] Anti-Confusion Aura - All allies within the aura receive immunity to confusion. Requires LFF1
- [1 EP] Acid Spittle - does CLd6 Acid damage on a successful pseudotouch attack.
Rakshasa (Rank 9) - A Rakshasa gains 30 + (5 / 5 Shifter levels inc LL) points of conceal.
- [1 EP] Ice Storm - as the spell.
- [1 EP] Acid Breath - as the spell.
- [3 EP] Great Thunderclap - as the spell. Replaces Acid Breath with LFFO1.
- [1 EP] Dispel Magic - as the spell.
- [2 EP] Area Spell Breach - as Spell Breach in a Small area of effect, but dispels 2/3/4 effects depending on foci, and reduces SR by 1 more than that amount. Replaces Dispel Magic with LFFO1.
Modron (Rank 6) - Modrons are immune to Time Stop.
- Crossbow - Modrons use a crossbow, with the damage types from the user's weapon automatically transferred. They receive Rapid Reload with LFFO1. Modrons add 6 + (2 per LFFO) irresistable positive damage per hit.
- [4 EP] Construct Wall - As Wall of Fire (Stone).
- [5 EP] Immobilization Trap - This allows the shifter to plant a trapwhich immobilizes all nearby for d6+1 rounds if they fail a Will save. Requires LFFO1.
- [8 EP] Coruscating Beam Trap - The shifter plants two beacons which inflict fire and positive damage on any hostile which passes between them. Requires LFFO1.
Leonal (Rank 5) - Leonals are immune to fear.
- [5 EP] Fear Howl - All enemies in a Colossal radius must make a Will save or be stricken with fear.
- [1 EP] Anti-Fear Aura - All allies within the aura receive immunity to fear. Requires LFF1.
- [5 EP] Leonal Rage is the equivalent of Bard Song. Bard song level is equal to Shifter level (including LLs). Animal Empathy is used in place of Perform, with 6 points of Animal Empathy being equivalent to 5 Perform; hence, AE 120 is sufficient to reach song level 50 at Shifter 50. Each focus rank extends the duration of the Song by 5 rounds. See the Bard documentation (
!doc bard) for more information on Bard Song. Requires LFF1
- Weapon buffs on the shifters base weapon shift over to enhance Leonals.
- With LFFO1 Leonal get an additional attack per round.
Undead ShapeRisen Lord (Rank 5) - Risen Lords can breathe in any environment and are immune to Breach spells.
- [1 EP] Slay Living - Any enemy struck in combat by the Risen Lord must make a Fortitude save or die. Requires LFFU1.
- Weapon buffs on the shifters base weapon shift over to enhance Risen Lords.
- With LFFU1 Risen Lords get an additional attack per round.
Spectre (Rank 7) - Spectres can levitate as if they were wearing a Ring of Levitation.
- A Spectre gains 20 + (5 / 5 Shifter levels inc LL) points of conceal.
- [1 EP] Shadow Touch - On a successful pseudotouch attack, the target must make a Fortitude save or lose (Foci + 1)d4 levels.
- [4 EP] Bestow Curse - as the spell.
Vampire (Rank 6) - Vampires can fly with LFFU1.
- Drain Life - Vampires drain life from their targets on hit.
- A Vampire gains 5 + (5 / 5 Shifter levels inc LL) points of conceal.
- [5 EP] Domination Gaze - Targets in a Small cone must make a Will save or be dominated. If the user already has a dominated creature, targets who fail the save will be dazed.
- [1 EP] Vampiric Touch - as the spell.
- [1 EP] Gaseous Form (Protection Aura) - As Greater Sanctuary. Requires LFFU1.
Baelnorn (Rank 9) - Baelnorns can breathe in any environment, and can levitate with LFFU1.
- A Baelnorn gains 30 + (5 / 5 Shifter levels inc LL) points of conceal.
- [2 EP] Positive Energy Strike (FoD) - As Finger of Death, but does positive damage.
- [3 EP] Sunburst - as the spell.
- [15 EP] Empower Ally - The target receives one temporary caster level for (5 + (Foci * 5)) rounds. Requires LFFU1.
Banshee (Rank 8) - Banshees can breathe in any environment.
- A Banshee gains 20 + (5 / 5 Shifter levels inc LL) points of conceal.
- [5 EP] Death Howl - All enemies in a Colossal radius must make a Fortitude save or be slain.
- [1 EP] Sonic Howl - All enemies in a Huge radius receive CLd6 sonic damage, with a Will save for half.
- [1 EP] Fear Aura - Enemies within the aura suffer a penalty of (1 + Foci) to all saves. Requires LFFU1.
This document contains details of custom changes to Weapon Masters on Higher Ground.
Additional Feat Options - Greater Weapon Focus, Improved Critical, Power Critical, Superior Disarm, and Superior Knockdown are class feats for weaponmasters.
Ki Reflection - Characters with weaponmaster as their control class who do not belong to a quasiclass and have at least 40 base Strength may acquire a Ki Reflection ability. When toggled on, Ki Reflection drains one use of the Ki Damage power every 15 seconds while providing critical hit immunity. The user may turn Ki Reflection off by using the power again.
- With 30 levels of weaponmaster (not including legendary levels), this ability grants halved personal kickback.
Additional Skill Options - Legendary Weapon Masters may raise Craft Armor, Craft Weapon, and Parry as class skills in legendary levels.
Epic Superior Weapon Focus - Epic Superior Weapon Focus grants a bonus +1 AB with Weapons of Choice at Weapon Master level 29, and a further +2 AB bonus with those weapons at Weapon Master level 30.
Superior Weapon Focus - Superior Weapon Focus grants a bonus +1 AB with Weapons of Choice at Weapon Master 10.
Whirlwind Attack - For characters with weaponmaster as their control class, Whirlwind and Improved Whirlwind improve at character level 41. When using either one, the weaponmaster will perform a second set of attacks, seperate from the whirl, in which the weaponmaster will automatically attempt a Ki Damage attack on every enemy in range. Every enemy hit by the weaponmaster will suffer an extra 2d20 points of slashing damage for every 4 legendary levels the weaponmaster has. Only one use of the Ki Damage feat is used up per whirl, no matter how many enemies are hit.