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Post by FunkySwerve on May 24, 2006 0:58:16 GMT
This book describes the changes made to Dragon Disciple abilities in this module. DDs still get all the normal benfits of their class, including earlier ability bonuses.
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 thier 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.
Rescaled Fire Immunity ----- Instead of recieving 100% fire immunity at level 10 RDD, RDDs receive 10% fire immunity at 4 levels RDD and 10% more for each additional level of RDD up to 100% at level 13. This is unlike other immunity in that vulnerability cannot lower it, just as with the normal RDD fire immunity.
Rescaled AC Bonuses ----- Instead of the standard AC progression, RDDs get 1 point of AC for every 3 levels of RDD, up to a maximum of 10 at 30 RDD. This results in a net +2 bonus over the old scale.
RDDs 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 RDD levels, they must take the following feats by the following levels: level 20 - Epic Toughness 5 level 25 - Epic Toughness 7 level 30 - Epic Toughness 10
They may also take the feats later, gaining the abilities retroactively.
Ability bonuses ===== They gain the following stat increases at the following RDD levels, which include legendary levels if the character's control class is RDD. The only change in the first 10 levels of standard gains is that RDDs do not get +4 strength at level 10:
2 STR +2
4 STR +2
7 CON + 2
9 INT +2
10 CHA + 2
15 STR +2
20 STR +2, CON +2, INT +2 (requires Epic Toughness 5)
25 STR +2 (requires Epic Toughness 7)
30 STR +2, CON +2, CHA +2 (requires Epic Toughness 10)
35 STR +2
40 STR +2, CON +2, INT +2
45 STR +2
50 STR +2, CON +2, CHA +2
They will be unable to gain bonuses past level 20 until they have taken the Epic Toughness 5 feat. Similarly, they must have taken Epic Toughness 7 to gain the level 25 bonus, and Epic Toughness 10 to gain the level 30 bonuses. Nothing more is required to gain the bonuses for levels past 30, other than the RDD level itself. The character may opt to take the required feats later if they so desire; they will get the stat bonuses for the level in question once they have met the feat and level requirements.
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 RDD before legendary levels in order to keep advancing as a RDD. As long as RDD is their control class the legendary levels they acquire will count towards increasing their rdd level for the purpose of gaining new stat bonuses and other abilities.
Other Bonuses ===== At 10 levels of RDD, the character's Dragon Breath ability improves, described below.
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.
At 30 levels of RDD, if the character has Epic Toughness 10, the character will gain the Wing Buffet and Dragonfear Aura abilities described below. The will also change form (again, only if they have ET 10), as their transformation progresses, 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.
Special Abilities =====
Dragonfear Aura ----- Effect: The Aura lasts 1 round per RDD level, including legendary levels if the character's control class is also RDD. It terrifies the character's opponents, inflicting penalties to attack, skills, and saves on them while they are in the aura. Those penalties increase as the RDD gains levels: level 30: -1 level 40: -2 level 50: -3
Dragon Breath ----- Effect: The RDD's dragon breath gains unlimited uses, but may only be used every two minutes. Damage and DC increase with RDD levels, including legendary levels if the character's control class is also RDD. 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 = 19, plus 7/10ths of the character's RD levels, to a maximum of 54 DC at RDD level 50.
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.
Wing Buffet ----- Effect: Does 1d12 points of damage to every creature in a large-sized area, for every 5 RDD levels the character has, including legendary levels if the character's control class is RDD, for a maximum of 10d12 at 50 levels RDD. It also knocks each target down if they fail a reflex DC check eqaul to the character's RDD levels (maximum of 50). The buffet also clears away AoE effects in the area like a Gust of Wind.
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Post by FunkySwerve on Jul 7, 2006 5:42:26 GMT
All books are being updated over the next few hours to reflect major changes in the update tonight/tommorow.
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Post by FunkySwerve on Jul 7, 2006 6:45:28 GMT
This book describes the changes made to Weaponmaster abilities in this module.
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.
Ki Whirlwhind: 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.
Extra AB with Weapons of Choice: When using a weapon of choice, weaponmasters gain additional ab, +1 ab at 10 levels WM, +1 ab at 29 levels WM, and +2 at 30 levels WM, for a total of +4 ab over their normal bonuses.
Added Skills: Parry, Craft Armor, and Craft Weapon are considered class skills in legendary levels for Weaponmasters
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Post by FunkySwerve on Jul 7, 2006 9:44:51 GMT
This book lists the custom changes made to rogue abilities in this module.
Gear: There are currently 14 custom trap kits in the module, including 5 epic trapkits and 9 even more deadly "devastating" trapkits. There is a guild that sells some of these kits; the rest may be obtained by finding special "trap maker" items spread throughout Ascension.
Dexterity bonus: A character with rogue as their control class gains +1 to dexterity every 5 legendary levels.
Slippery Mind: Slippery mind protects against some other mind effects in addition to mind spells.
Bonus Skill Points: Rogues now get +1 skill point for every 10 rogue levels, during legendary levels.
Light Weapons: For the below Crippling Strike and Opportunist bonuses, light weapons are those smaller than your character, PLUS the following weapons: Sling, Light Crossbow, and Morningstar.
Crippling Strike: For characters with 30 levels of rogue or more, the Crippling Strike feat grants +1 to his critical range when using a light weapon and in light or no armor. This does not stack with Overwhelming Critical or Ki Critical.
For characters with 35 levels of rogue or more, the Crippling Strike feat also has a chance to incrase crit multiplier. The rogue has a (rogue level + 10)% chance per swing of receiving a +1 bonus to his critical multiplier with light weapons when in light or no armor. This does not stack with Devastating Critical or Increased Critical Multiplier, and will appear only intermittently on the character sheet.
With 40 levels of rogue, the Crippling Strike feal also allows the rogue to ignore sneak attack immunity against almost all opponents.
Opportunist: The rogue carefully calculates all attacks in advance. With 25 levels of rogue, the rogue gets to add his BASE Intelligence modifier to all attack rolls with light weapons, to a maximum of ((rogue level - 20) / 5) (capping at +4 with 18 base Intelligence at 40 levels of rogue); In addition, Opportunist provides +1 AB at 30 levels of rogue, as long as the rogue has at least 12 base Intelligence. These bonuses stack with all other bonuses.
Slippery Mind: With 31 levels of rogue, Slippery Mind provides a reroll on all will saves and not only will saves against mind spells.
Skill Mastery: With 21 levels of rogue, Skill Mastery will reduce skill penalties in the Hells to 2/3 of normal. With 31 levels of rogue, penalties are reduced to 1/3 of normal. With 40 levels of rogue, no skill penalties are suffered in the Hells.
Self Concealment: At 30 levels of rogue, for each rank of Self Concealment a character possesses, he may add 4% of his Hide skill to his effective concealment. The bonus is capped at 1% of Hide skill per level of rogue above 18 (hence, the cap begins at 12% at 30 levels of rogue and reaches its maximum of 20% at 38 levels of rogue).
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Post by FunkySwerve on Jul 7, 2006 9:51:15 GMT
This book lists the custom changes made to ranger abilities in this module.
Marked Target: A character with at least 35 ranger levels and the Bane of Enemies feat may mark their favored enemies for death by using the Called Shot feat on them. If the ranger then hits the called foe withing the next two rounds, the enemy must make a fortitude save or die; even if they make the save they still lose 1 point of constitution for every 10 ranger levels the ranger has, including legendary levels. This only works on Favored Enemies, and the constitution drain does not stack. The dc of the save is equal to ranger level (including legendary levels) minus 3. The dc increases by one for every 8 points of wisdom MODIFER (not wisdom) the ranger has. It currently only works for melee weapons, but will work for ranged weapons soon.
Summons: Added new epic summons for rangers, in lieu of placing creatures in each area for them to empathize. You will need to be a 20th level or higher ranger, and get an item by praying at the great tree in the druid circle. The item summons creatures of increased power at levels 25, 30, and 35, and 45. Legendary levels count towards unlocking more powerful summons if the character's control class is ranger, but you must still have at least 21 ranger levels to get the item.
Bonus Feat: On first using the altar of legends, characters with 40 levels of ranger will receive Improved Evasion as a free feat. Characters with at least 25 levels of ranger will receive Evasion as a free feat.
Constitution Bonus: A character with ranger as their control class gains +1 to constitution every 5 legendary levels.
Wisdom AC Bonus: Rangers with 21 or more levels of ranger will get their wisdom bonus added to their AC, if they are wearing light armor, and have no shield and no monk levels.
Shield AC Bonus: Rangers receive Shield AC on weapons wielded in their offhand equal to their wisdom modifier x1.5, to a maximum of ranger level / 4 (including legendary levels if the character's control class is ranger). The bonus and maximum will be halved if the ranger has any monk levels. Kamas and double weapons can never benefit from this Shield AC bonus.
NOTE: You cannot take Favored Enemy feats in legendary levels, as they do not work properly if you do.
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Post by FunkySwerve on Jul 7, 2006 15:33:37 GMT
This book lists the custom changes made to druid abilities in this module.
AC:
Druids with 31 druid levels and a level of monk can now benefit from monk ac while wearing light armor and/or a small or large shield, but with a -3 ac penalty. They still get full monk ac when shifted if they have a monk level.
Summons: Added new epic summons for druids, in lieu of placing creatures in each area for them to empathize. You will need to be a 21st level or higher druid, and get an item by praying at the great tree in the druid circle. The item itself only works for druids of level 25 and up, summoning creatures of increasing power at levels 30, 35, 40, and 50. Legendary levels count towards unlocking more powerful summons if the character's control class is druid, but you must still have at least 21 druid levels to get the item.
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Post by FunkySwerve on Jul 7, 2006 16:08:05 GMT
This book lists the custom changes made to barbarian abilities in this module.
Shapestrong Rage: Barbarians can become shapestrong, allowing them to become giant-sized at will. The character must have at least 30 levels of the barbarian class, be level 35 or higher, and find an item to be able to use this ability. Once a PC is Giant sized and relogs in that form, he will be able to use large weapons one-handed, freeing up the offhand slot for a shield or medium weapon. The size change will last until the PC relogs while in normal form. Using the Shapestrong Rage ability while already shapestrong will allow the barbarian to assume a different appearance.
Rage and Greater Rage: Characters with barbarian as their control class receive +1 regeneration per barbarian level above 40 (including legendary levels) while raging, up to a maximum of +20 regeneration at 60 levels of barbarian. In addition, if they do not belong to a quasiclass and have at least 40 base Strength, Rage provides critical hit immunity while active. When used to provide critical hit immunity, Rage will not overwrite Mighty Rage.
Mighty Rage: Mighty Rage has been altered. In addition to the normal bonuses, mighty rage now also simulates a stackable strength increase of 16, by adding temporary attack and damage buff effects to the barbarian. The additional damage will show as cold damage, but stacks with all other damages and ignores damage resistance and immunity. On achieving legendary levels, mighty rage lasts 10 times as long, if the character has barbarian as their control class.
Thundering Rage: Instead of adding onhit deafen, barbarian thundering rage now adds d4 + 1/barbarian level (including legendary levels if control class is barbarian) sonic damage. NOTE: The properties created on the weapon will look a little strange, because some changes had to be made to allow all onhit damage effects to work together. The weapon affected will always say it has a level 1 intelligent weapon and 1 point of bludgeoning damage added, but the actual effects are as described above.
Terrifying Rage: Terrifying Rage has been altered, so that creatures under the barbarian's level (including legendary levels if the character's control class is barbarian) may become panicked, and those up to twice the barbarian's level (including legendary levels if the character's control class is barbarian) will suffer penalties
Enemies must fail a Will save against a DC equal to half the barbarian's Intimidate skill to be affected.
A character with at least 41 levels of barbarian (including legendary levels if the character's control class is barbarian) affects enemies for 2d3 rounds instead of 1d3 rounds.
Abilities: -A character with barbarian as their control class and the Weapon Finesse feat gains +1 to dexterity and constitution every 5 legendary levels. If the character does not have Weapon Finesse they gain +1 to strength and constitution every 5 legendary levels.
Damage Immunity: On achieving legendary levels, a character with barbarian as their control class gains 1% immunity to physical damage for every two strength modifier points they have.
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Post by FunkySwerve on Jul 13, 2006 13:11:27 GMT
Updated the palemaster entry to correct a typo regarding deathless mastery touch dc.
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Post by FunkySwerve on Jul 15, 2006 22:24:52 GMT
Updated to clarify the working of the new onhit damage abilities for assassins, blackguards, and fighters, and the change to the arcane archer's hail of arrows ability.
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Post by FunkySwerve on Jul 28, 2006 20:07:48 GMT
Updated to fix a typo in the Arcance Archer death arrow dc. Funky
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Post by FunkySwerve on Oct 22, 2006 9:16:21 GMT
Updated PM book: to correct typo in max hp for Powerword kill, and to update affected spells lists
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Post by FunkySwerve on Feb 14, 2007 21:38:47 GMT
Updated to reflect the following changes:
Bard -Bards get spell items that use their song to cast, including versions of horrids, thunderclap, and power word stun. You must find an item to unlock each songspell. -Curse song - in addition to the normal effects, curse song drops sr by 1/10 casterlevels, to a max of 6 at bard level 60, if the bard's base charisma is 30 or higher -Bard song - in addition to the normal effects, bard song grants a stoneskin-like effect if the bard's base charisma is 30 or higher, granting damage reduction of 1/2 casterlevels, at a soak of +1 per 4 casterlevels, and absorbing up to 25 hp of damage per casterlevel, to a maximum of 30/+15 soak that can absorb 1500 points before disappearing at level 60 -Bards are able to take Epic Spell Focus and Penetration feats during legenday levels.
Cleric -Aegis now provides 1% immunity to exotic damages per 6 casterlevels, to a maximum of 10% at casterlevel 60 -Divine shield now provides 1% immunity to divine damage per point of charisma modifier.
Fighters -Fighters may exchange Epic Prowess feats for stat points, by using the PC scry. This ability is only available to them from levels 22 to 41, and is intended to allow them to gain additional stat points instead of other bonus epic fighter feats. A character with more than 21 levels of fighter can no longer delevel using the town priest.
Monks -Characters with monk as their control class inflict 1 point of bonus bludgeoning damage per 3 monks levels and legendary levels when using unarmed combat, to a maximum of 20 points at level 60 for a pure monk.
Paladins -Divine shield now provides 1% immunity to divine damage per point of charisma modifier. -Paladins get +1 Strength and +1 Charisma every 5 legendary levels.
Rangers -Rangers get +1 Constitution every 5 legendary levels.
Rogue -Modified slippery mind to protect against some other mind effects besides mind spells.
Assassins -Assassins can now get penetrating critical with 20 levels of assassin, which deals extra damage. Their devastating critical also takes on extra damage. Bonus damage is calculated by adding assassin levels (and legendary levels if the character's conrtrol class is assassin) and the character's strength modifier. A successful critical hit results in a save for the target. Damage amount depends on crit immunity and save outcome. Details in a book in the item shop. Damage from crit: 20 - 29 levels of assassin Crit Immune Non-Crit Immune Saved None 1/4 Failed 1/4 1/2
30 levels of assassin Saved None Full Failed Full Death
Blackguards -Divine shield now provides 1% immunity to divine damage per point of charisma modifier. -Blackguards now get +1 Strength in addition to the +1 Charisma they already get, every 5 legendary levels. -Death's kiss now adds +2 vampiric regeneration per 5 blackguard levels (plus legendary levels if the character's control class is blackguard), to a maximum of +20 at level 50. -Instead of the normal Contagion, Contagion casts a mass vampiric touch centered on the targeted creature, at a casterlevel equal to the blackguard's level, plus legendary levels if the character's control class is blsckguard, with a +15 bonus to spell penetration.
Champion of Torm -At 25 levels of CoT, the CoT gains the Aura of Glory power, which drops the spell resistance of all enemies in a collosal area for 10 rounds. Details in a book in the item shop.
This token represents your ability to use Aura of Glory, an aura which surrounds your character for 10 rounds, and drops the spell resistance of all enemies within by 2 + 1/5 levels of champion of torm, plus legendary levels, to a maximum penalty of -12 at level 50. It has unlimited uses per day, but must recharge between uses. The recharge time is calculated in the same way the Greater Smite timer is calculated:
You may use it once every 8 minutes. The minimum time between uses decreases 20 seconds for every Great Smite feat the PC has, and 40 seconds more if they have extra smiting. A PC with all 10 Great Smite feats and the Extra Smiting feat is able to smite once every 4 minutes. The character will glow yellow and white while the ability is recharging. Resting also rechanges the ability. The character must recharge the ability after dying.
-At 25 levels of CoT, the CoT gains permanent true seeing. -At 45 levels of Cot (including legendary levels if the character's control class is CoT), the CoT gains permanent immunity to mind-affecting spells and abilities.
Palemaster -Palemasters now get casterlevel and dc bonuses for the illusion school identical to those they receive for necromancy, with the exception of the Etherial Visage spell.
Shadowdancer -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. -At 50 levels of SD (including legendary levels if the character's control class is SD), the SD gains an additional attack per round while using shadow evade.
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Post by Acaos on Apr 17, 2007 1:41:36 GMT
Updated to add Assassin feat conversion, five more Arcane Archer bows, and the renaming of CoT Aura of Glory to Nimbus of Victory.
Acaos
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Post by FunkySwerve on Apr 29, 2007 10:16:34 GMT
Updated to reflect the following changes:
-Staffmasters can now toggle the damage types on blackstaff at will using the following chat commands: !smac, !smco, !smel, !smfi, !smma, !smne, !smpo, !smso. -Instead of adding onhit deafen, barbarian thundering rage now adds d4 + 1/barbarian level (including legendary levels if control class is barbarian) sonic damage. NOTE: The properties created on the weapon will look a little strange, because some changes had to be made to allow all onhit damage effects to work together. The weapon effected will always say it has a level 1 flame weapon and 1 point of sonic damage added, but the actual effects are as described above and in the staffmaster book in the item shop. -Barbarians now receive +1 regeneration per barbarian level over 40 while raging, up to a maximum of +20 regeneration at barbarian level 60. -On first using the altar of legends, characters will recieve 1 permanent point of strenth for every Great Smite feat they have at that point, to a maximum of 10. This change is retroactive unless your character is already level 60. -On first using the altar of legends, characters with 40 levels of ranger will receive improved evasion as a free feat. Characters with at least 25 levels of ranger will receive Evasion as a free feat. This change is retroactive unless your character is already level 60. -Smite has been reworked. The damage it inflicts is now of a single type, which the smiter can toggle using the following chat commands: !smco, !smdi, !smfi, !smma, !smne, !smpo, !smso. Paladins can choose between fire, magic, divine, and positive, CoTs between sonic, magic, divine, and positive, and BGs between cold, magic, divine, and negative. Legendary levels now count in the damage calculation, and the smite base timer has been reduced from 8 minutes to 6, with a minimum of 2 minutes if the character has all the feats. Details in a book in the item shop. -CoTs now get 1 extra use of Divine Wrath per day for every 10 Cot levels past 10 (including legendary levels if the control class is CoT), for a maximum of 5 total uses at 50 levels. -Characters with 41 levels or more of fighter (including legendary levels if their control class is fighter) can now get the abilities Greater Disarm, Greater Knockdown, and Greater Parry, and can get a buonus to whirl vulnerability. Details in a book in the item shop. This change is retroactive unless your character is already level 60 -Assassins now get 1 extra use of their Improved Invisibility per day for every 10 assassin levels past 10 (including legendary levels if the control class is assassin), for a maximum of 5 total uses at 50 levels. -Assassins can now perform dev crits with only 28 levels of assassin, instead of 30. Crit DC bonus for LL rescaled. See book in item shop for details. -RDD wing buffet now has a Gust of Wind effect, clearing AoEs in the area of effect.
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Post by Acaos on May 5, 2007 2:46:47 GMT
Updated to reflect improvement of Azer Fire Breath and Stone Golem Hurl Rock for shifters.
Acaos
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