This document contains details of the Bane Knight quasiclass on Higher Ground.
Requirements - To qualify for Bane Knight the character must have 12 levels of Sorcerer, 12 levels of Blackguard, and the Still Spell feat before level 26.
Auto Still Spell - On achieving Bane Knight status at level 24 or 25, the character is automatically given the 3 Epic Auto Still Spell feats for free.
Spell Penetration - Bane Knights receive a bonus of (STR mod / 4 + 1 per 6 paragon levels) to Spell Penetration which does not stack with feats.
Spells - Spell DCs for certin spells (those listed below) are equal to 10 + spell level + STR modifier.
- Caster levels for those same spells are equal to Sorcerer level + Blackguard level.
- All other spells follow standard rules for casterlevel and dc, relying on Sorcerer levels only and using CHA instead of STR to calculate DC.
- A Bane Knight may change their spells once at level 60 using the Spells Pedestal in the docks if their control class is not Sorceror.
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Level 1: Grease, Mage Armor, Protection vs. Alignment, Ray of Enfeeblement, Shield, True Strike
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Level 2: Balagorn's Iron Horn, Blindness/Deafness, Bull's Strength, Death Armor, Eagle's Splendor, Endurance, Flame Weapon
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Level 3: Greater Magic Weapon, Hold Person, Keen, Magic Circle vs. Alignment, Vampiric Touch
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Level 4: Bestow Curse, Confusion, Elemental Shield, Enervation, Fear, Minor Globe of Invulnerability, Phantasmal Killer, Stoneskin
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Level 5: Acid Sheath, Bigby's Interposing Hand, Dismissal, Energy Buffer, Feeblemind, Mind Fog, Wrack
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Level 6: Bigby's Forceful Hand, Eyebite, Greater Dispelling, Greater Stoneskin, Tenser's Transfromation
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Level 7: Banishment, Bigby's Grasping Hand, Energy Immunity, Power Word Stun, Protection from Spells, Rebuke, Spell Mantle, Shadow Shield
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Level 8: Antipathy, Bigby's Clenched Fist, Horrid Wilting, Mass Blindness/Deafness, Premonition
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Level 9: Energy Drain, Bigby's Crushing Hand, Power Word Kill, Weird
Premonition - Bane Knights get a special version of the Premonition spell. They are able to cast it while wearing armor heavier than cloth and/or while using a shield, unlike Sorcerers.
This document contains details of the Staffmaster quasiclass on Higher Ground.
Requirements - To qualify for Staffmaster the character must have 15 levels of Wizard and Weapon Focus (Quarterstaff) before level 21.
Spells - Spell DCs for all spells are equal to 10 + spell level + (STR modifierx9/10)
- For most spells, casterlevels and Spell penetration are equal to Wizard level + (Weaponmaster level/3)
- For certain spells (those listed below), casterlevel = Wizard level + Weaponmaster level.
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Level 1: Mage Armor, Shield, True Strike
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Level 2: Bull's Strength, Cat's Grace, Flame Weapon, Shock Weapon
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Level 3: Greater Magic Weapon, Keen Edge, Protection from Elements
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Level 4: Stoneskin
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Level 5: Energy Buffer
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Level 6: Etherial Visage, Greater Stoneskin, Tenser's Transformation
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Level 7: Mordenkainen's Sword
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Level 8: BlackStaff, Premonition
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Level 9: Black Blade of Disaster
Blackstaff - Staffmasters get a special, extended version of the Blackstaff spell. The spell duration is in hours instead of rounds. Instead of a dispel magic effect, the Staffmaster adds 3d10 damage, plus 1d10 per 5 weaponmaster levels, reaching 12d10 at WM45. Legendary levels are counted as weaponmaster levels if the character's control class is weaponmaster. This does not stack with other damage bonuses already on the weapon of the same type.
Initially, the damage added is fire damage. As the character gains Weaponmaster levels, additional damage types become available:
4 WM levels: Cold
8 WM levels: Electrical
12 WM levels: Acid
16 WM levels: Sonic
20 WM levels: Magical
25 WM levels: Positive and Negative
The Staffmaster may select any available damage type as the type to be added by the Blackstaff spell, using the following chat commands:
!damac - acid
!damco - cold
!damel - electric
!damfi - fire
!damma - magic
!damne - negative
!dampo - positive
!damso - sonic
Ethereal Visage - Staffmasters with at least 1 WM level get a 10% bonus to the concealment granted by the Ethereal Visage spell when wielding a quarterstaff.
Tenser's Transformation - Staffmasters get an extended duration on the Tenser's Transformation spell if they are wielding a quarterstaff. It lasts for 1 turn per casterlevel instead of 1 round per casterlevel.
This document contains details of the Divine Slinger quasiclass on Higher Ground.
Requirements - To qualify for Divine Slinger the character must have 15 levels of cleric, the Strength domain, and the Zen Archery and Weapon Focus: Sling feats before level 17.
Weapon Specialization (Sling) - On achieving Divine Slinger status at level 15 or 16, the Slinger receives Weapon Specialization (Sling) as a bonus feat.
Divine Bullets - The Divine Slinger receives a stack of unlimited Divine Bullets. These stacks may have their powers changed individually using the below SIMTools commands. Below, 'slinger level' is equal to Cleric level (including legendary levels if the Slinger's control class is Cleric).
- The Divine Bullets can hold both a damage power and onhit effect. If a damage power is selected, the onhit effect will be a Damage Resistance Decrease (DRD) for that elemental or exotic damage type. If an onhit power is selected, it will override the DRD onhit until another damage power is selected.
- The DRD applies 5/- at a time, up to the slinger's limit. The limit is slinger level/3 for elemental damages, and half that for exotic damages, to a maximum of 20/- elemental and 10/- exotic at slinger level 60. It is possible for a slinger to apply decreases to more than one elemental or exotic damage type to the same target.
- The damage from these commands is applied as itemproperties, and is included in critical damage.
- In addition to the main damage types, the damage commands will also add a baseline amount of piercing and divine damage. The bullets gain 1d8 per (Slinger level / 10) bludgeoning damage, and 1d8 per (Slinger level / 20) divine damage. Slingers below level 20 still get small amounts of divine damage as well - 1d4 if under level 18, and 1d6 if 18 or 19.
- The following main damage types scale up to slinger level 80.
!damfi (requires 15 Cleric levels)
- adds 1 die of fire damage per (Slinger level / 4)
!damco (requires 15 Cleric levels)
- adds 1 die of cold damage per (Slinger level / 4)
!damel (requires 20 Cleric levels)
- adds 1 die of electrical damage per (Slinger level / 4)
!damac (requires 20 Cleric levels)
- adds 1 die of acid damage per (Slinger level / 4)
!damso (requires 25 Cleric levels)
- adds 1 die of sonic damage per (Slinger level / 4)
!dambd (requires 25 Cleric levels)
- the target must succeed a Will save against a DC of (Slinger level - 5, plus 1 per 5 paragon levels) or be blinded and silenced for 3 rounds
!damdi (requires 30 Cleric levels)
- adds 1 die of divine damage per (Slinger level / 4), without the background divine damage
!damih (requires 30 Cleric levels)
- casts Bigby's Interposing Hand on the target
!dambr (requires 35 Cleric levels)
- casts Greater Spell Breach on the target
!damhe (requires 35 Cleric levels)
- heals the Slinger on hit by 1 point for every 8 points of Heal skill he has, and heals his allies within a large radius around the target struck for the same amount
!damma (requires 40 Cleric levels)
- adds 1 die of magical damage per (Slinger level / 4), without the background divine damage. A Slinger will always deal slightly less magical damage than other damage types.
!damkd (requires 40 Cleric levels)
- the target must succeed a Fortitude save against a DC of (Slinger level - 5, plus one per 5 paragon levels) or be knocked down for 3 rounds
Spells - Some spells, listed below, are cast at full Cleric level (including legendary levels if the Slinger's control class is Cleric). All other Cleric spells are cast at caster level 16 + ((Cleric caster level - 16) * 3/5) if caster level would be greater than 16.
- DCs for all spells are equal to 4/5ths the Slinger's wisdom modifier.
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Level 1: Bless, Divine Favor, Endure Elements, Entropic Shield, Protection from Alignment, Remove Fear, Shield of Faith
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Level 2: Aid, Bull's Strength, Endurance, Owl's Wisdom, Resist Elements
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Level 3: Clarity, Divine Power (from Strength domain), Magic Vestment, Negative Energy Protection, Prayer, Protection from Elements, Remove Blindness/Deafness, Remove Curse, Remove Disease
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Level 4: Death Ward, Divine Power, Freedom of Movement, Greater Magic Weapon
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Level 5: Augury, Battletide, Healing Circle, Life's Grace, Monstrous Regeneration, Spell Resistance, Stoneskin (from Strength domain)
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Level 6: Energy Immunity, Heal
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Level 7: Greater Restoration, Resurrection
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Level 8: Mass Heal
Divine Power - The duration of the Divine Slinger's Divine Power spell is multiplied by 10.
- A Divine Slinger always gets the LBAB of a fighter, they do not need 3 levels of a Tier 1 class.
Entropic Shield - In addition to its normal effects, the Divine Slinger's Entropic Shield spell grants 1% melee concealment per two casterlevels below 41, and 1% melee concealment per casterlevel above 40, to a maximum of 40% at casterlevel 60.
Greater Magic Weapon - The Divine Slinger's Greater Magic Weapon spell may be cast on slings, granting them an enhancement bonus 2 greater than the normal enhancement bonus granted by Greater Magic Weapon.
This document contains details of the Theurge quasiclass on Higher Ground.
Requirements - To qualify for Theurge the character must have 9 levels of Cleric, 9 levels of Wizard, 18 base Intelligence, and 18 base Wisdom before level 20.
Epic Skill Focus (Spellcraft) - On achieving Theurge status at level 18 or 19, the Theurge receives Epic Skill Focus (Spellcraft) as a free feat.
Spells - All Cleric and Wizard spells use (Cleric level + Wizard level + legendary levels if control class is Cleric or Wizard) - 1 to calculate caster level.
- All Cleric and Wizard spells use (Cleric level + Wizard level + legendary levels if control class is Cleric or Wizard) + 1 to calculate spell penetration.
- All spells follow standard rules for calculating DC.
This document contains details of the Lifethreader quasiclass on Higher Ground.
Requirements - To qualify for Lifethreader the character must have 20 levels of Cleric, 10 levels of Weapon Master, Weapon of Choice (Sickle), Death Domain Powers, Healing Domain Powers, and 25 Heal skill before level 32.
Lifethreading - On achieving Lifethreader status at level 30 or 31, the Lifethreader is given a Lifethreading item which allows him to use Lifethreading powers.
- Using the Lifethreading item while wielding a sickle will allow the Lifethreader to enter Lifethreading mode. In this mode, the Lifethreader will damage all nearby enemies and heal all nearby allies each round. Each round, a cleric spell memorized by the Lifethreader will be drained to fuel Lifethreading power. The maximum level of the cleric spell to be drained may be set by issuing the SIMtools commands
!dam1 through
!dam9. Entering or leaving Lifethreading mode is a quick action.
- When referred to below, Lifethreader level is equal to Cleric level plus Weaponmaster level, including legendary levels. The radius increases as the Lifethreader gains Lifethreader levels.
- The base effect amount for Lifethreading is equal to the Lifethreader's Heal skill, including modifiers from Wisdom and items, times (55 + (drained spell level * 5))%.
- In addition, there is a base multiplier that is equal to 1 at Lifethreader level 30. It increases to 1.5 at level 38, to 2 at level 45, to 2.5 at level 53, and to 3 at level 60.
- Allies affected by Lifethreading will be healed for the base amount times the multiplier. In addition, the healing multiplier increases by 0.5 if the Lifethreader has at least 25 levels of Cleric, and by another 0.5 if the Lifethreader has 30 levels of Cleric. The heal effect also has a 5% chance to provide a Lesser Restoration for each level of the spell burned above 5 (max 20% for a level 9 spell).
- Enemies affected by Lifethreading will be damaged by the base amount times the multiplier, with a fortitude save for half against a DC equal to ((Lifethreader level / 2) + Wisdom modifier + 1 per 5 paragon levels). In addition, the damage multiplier increases by 0.5 if the Lifethreader has at least 16 levels of Weaponmaster, and by another 0.5 if the Lifethreader has 20 levels of Weaponmaster. Further, their SR will be lowered by 1 point per 20 points of Heal skill possessed by the Lifethreader.
- By default, the damage done is slashing damage, but at 14 levels of Weaponmaster, magical damage becomes available. At 16 levels of Weaponmaster, negative damage becomes available, and at 20 levels of Weaponmaster, positive damage becomes available. The Lifethreader may toggle between these with the
!damsl,
!damma,
!damne, and
!dampo commands. When set to slashing damage threading will seek out the most effective type of physical damage to use on each target.
Spells - A Lifethreader's spells follow standard rules for casterlevel and DC.
This document contains details of the Lash of Hatred quasiclass on Higher Ground.
Requirements - To qualify for Lash of Hatred the character must have 12 levels of Ranger, 10 levels of Blackguard, and Weapon Focus (Whip) before level 24.
Weapon Feats - On achieving Lash of Hatred status at level 22 or 23, the Lash receives Weapon Specialization (Whip), Disarm, Improved Disarm, Knockdown, and Improved Knockdown as bonus feats.
Spells - The Lash of Hatred casts Blade Thirst and Camouflage using Ranger level + Blackguard level, including legendary levels if the Lash's control class is Ranger or Blackguard.
Touch of the Lash - When the Lash of Hatred casts Blade Thirst on a whip he is wielding, he imbues it with the Touch of the Lash.
- The duration of his Blade Thirst spell multiplies by 10. The additional damage done by Blade Thirst is negative damage instead of positive, and is increased by 2 dice. This additional damage can be activated and deactivated with the !damon and !damoff commands.
- A whip imbued with the Touch of the Lash inflicts up to 5% damage vulnerability to physical, elemental, and negative damage on hit when striking a favored enemy, to a maximum of (2 + Blackguard class level + 1 per 4 PL)% (half that for physical damage). If the Lash has the Bane of Enemies feat, the limit increases a further 5%. In addition, when striking a favored enemy, it inflicts a -2 Discipline penalty for 2 rounds. When striking non-favored enemies, the maximum infliction goes up to 10% + 5% if the Lash has the Bane of Enemies feat.
- The vampiric regeneration from Blade Thirst becomes on-hit for an imbued whip. The vampiric regeneration will function against undead, but all other Lash effects will.
NOTE: You cannot take Favored Enemy feats in legendary levels, as they do not work properly if you do.
This document contains details of the Bloodfire Mage quasiclass on Higher Ground.
Requirements - To qualify for Bloodfire Mage the character must have 10 levels of Sorcerer, 10 levels of Red Dragon Disciple, Greater Spell Focus (Evocation), and the Resist Energy (Fire) feat before level 22.
Combat Caster - Any light or medium armor worn by the Bloodfire Mage has its spell failure chance reduced to zero.
Epic Spells - On achieving Bloodfire Mage status at level 20 or 21, the character is automatically given Epic Spell (Hellball) and Epic Spell (Dragon Knight) as bonus feats.
Spells - Some spells, listed below, use Sorcerer level + Red Dragon Disciple level (including legendary levels if the character's control class is Sorcerer or Red Dragon Disciple) to calculate caster levels. In addition, all these spells count as Evocation for determining DCs, and receive +1 spell penetration for every 10 caster levels over 20. Bloodfire Mages can add half their Caster Level to their Lore skill for casting BFM spells. Lore is effective up to 150 Lore for calculating damage.
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Level 1: Burning Hands, Lesser Orb of Fire, Negative Energy Ray (does divine damage), Summon Creature 1
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Level 2: Combust, Flame Weapon (extra die added capping at +6 on self, +4 on others), Summon Creature 2
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Level 3: Flame Arrow, Fireball (does (3/4 caster level)d6; 2/3 fire and 1/3 positive), Summon Creature 3
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Level 4: Elemental Shield (duration multiplied by 10), Orb of Fire, Orb of Force, Stoneskin, Summon Creature 4, Wall of Fire
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Level 5: Energy Buffer, Firebrand (no longer limited to 1 brand per target; does 2/3 fire and 1/3 piercing damage), Summon Creature 5
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Level 6: Summon Creature 6, Tenser's Transformation
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Level 7: Delayed Blast Fireball, Greater Orb of Fire, Greater Orb of Force, Summon Creature 7
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Level 8: Incendiary Cloud (does 1/2 fire and 1/2 magical), Summon Creature 8
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Level 9: Detonate, Meteor Swarm, Summon Creature 9
Dragon Knight - Red Dragon Disciple and Sorcerer levels stack for the purposes of acquiring the improved Dragon Knight summon.
Hellball - The Bloodfire Mage's Hellball does CL*3/2 d20 Fire damage instead of the normal damage types, and doesn't break loot like the normal Hellball.
- The Bloodfire Mage receives 1 additional use per day for every 10 levels of Red Dragon Disciple they have, including legendary levels if the Mage's control class is Red Dragon Disciple.
This document contains details of the Accursed Pariah quasiclass on Higher Ground.
Requirements - To qualify for Accursed Pariah the character must have 6 levels of Barbarian, 11 levels of Sorcerer, Greater Spell Focus (Transmutation), and the Still Spell feat before level 19. The Accursed Pariah cannot have and cannot take any levels in Cleric, Druid, Paladin, Ranger, Blackguard, or Champion of Torm.
Curse of the Pariah - The Accursed Pariah's base Dexterity score is set to 6, his Charisma increased by 4, and he is transformed into a Large stone appearance.
- The Accursed Pariah is under a constant regeneration effect, regenerating 5% of their maximum hit points every 3 seconds.
- Curing and healing spells do not function on the Accursed Pariah.
Free Feats - On achieving Accursed Pariah status at level 17 or 18, the character is automatically given Armor Skin and Automatic Still Spell I-III as bonus feats.
Spells - The Accursed Pariah uses Sorcerer level + Barbarian level (including legendary levels if control class is Sorcerer or Barbarian) to determine caster level for all Sorcerer spells. His caster level is capped at his current Constitution score.
- When under the effects of Barbarian Rage, the Accursed Pariah uses his Constitution score as his Spell Penetration for Transmution spells but does not receive the benefit of any Spell Penetration feats.
- When under the effects of Barbarian Rage, the Accursed Pariah gets +2to his spell penetration for schools other than Transmutation. This is applied with any Spell Penetration feats they may have.
- The Accursed Pariah uses Constitution to determine DCs for all spells. He also receives an additional +1 to DC for all Transmutation spells.
- A Pariah may change their spells once at level 60 using the Spells Pedestal in the docks if their control class is not Sorceror
Bestow Curse - The Accursed Pariah's Bestow Curse spell receives a +1 DC bonus per 10 caster levels.
Summon Creature 1 - 9 - Accursed Pariah's use Transformation instead of Conjuration to summon Earth creatures using these spells.
Bigbys Clenched Fist - When cast by an Accursed Pariah this spell uses the Transformation school.
Flesh to Stone - When cast by an Accursed Pariah, the Flesh to Stone spell receives a +1 DC bonus per 15 caster levels.
Greater Magic Weapon - The Accursed Pariah's Greater Magic Weapon spell uses Transmuation rather than Enchantment for enhanced enhancement bonus, and in addition receives an additional +1 enhancement bonus, to a maximum of +15 with Legendary Spell Focus (Transmutation).
Greater Stoneskin - The Accursed Pariah's Greater Stoneskin spell can be cast while wearing armor or a shield, unlike a normal Sorcerer's.
Magic Weapon - The Accursed Pariah's Magic Weapon spell grants an additional dice of magic damage, increasing to two dice at CL26 and three dice at CL51. You can target a specific weapon or a creature with this spell.
Stone Bones - When cast by an Accursed Pariah upon himself, the Stone Bones spell grants 1% physical immunity for every 2 caster levels. In addition, all critical hits will do half damage, as if the caster had 127 Parry skill.
Stone to Flesh - When cast by an Accursed Pariah upon himself, the Stone to Flesh spell creates a damage shield which does 2d12 + (CL * 3/2) piercing damage.
Lowered Epic Requirement - Accursed Pariahs may acquire the Transmutation arcane epic spell without 25 levels of Sorcerer, and cast it using their Sorcerer level plus their Barbarian level.
This document contains details of the Gnomish Inventor quasiclass on Higher Ground.
Requirements - To qualify for Gnomish Inventor the character must be a Gnome, have 16 levels of Rogue and 10 levels of Wizard, and know Spell Focus: Enchantment, Spell Focus: Transmutation, Skill Focus: Concentration, Skill Focus: Craft Armor, Skill Focus: Craft Weapon, and Weapon Focus: Heavy Crossbow, before level 31.
Ammunition - Any crossbow wielded by a GI gives CL/10 Shield AC
- Inventors can attach four different kinds of damage adders to their bolts, using chat commands to toggle between them. Each adds 1 die of of selected damage type for every 4 GI levels (rogue+wizard+LL+PL), stacking with innate bolt damage.
!gi bolt 1 - piercing
!gi bolt 2 - electrical
!gi bolt 3 - sonic
!gi bolt 4 - magic
The Inventor can also use the
!gi bolt command to toggle between the types instead of specifying a type. All four bolt types are available to all Inventors.
- Inventors can attach a variety of different canisters to their bolts. Canisters, unlike bolts, are one-hit - they must be reapplied each time they are fired. They can only be applied once per round. Canisters require the inventor to be using one of the above bolt types in order to function - they cannot attach to normal untinkered bolts. The types of canisters available depend on the Inventor's levels (not counting legendary levels). Canisters completely ignore spell resistance. They also receive +1 DC per 5 legendary and paragon levels (up to +8).
!gi canister 1 - Acidotic Eruptor (no requirement)
!gi canister 2 - Viscid Trammel (req. 20 rogue levels)
!gi canister 3 - Quikrete Propagator (req. 22 wizard levels)
!gi canister 4 - Fetcher (no requirement)
The Inventor can also use the
!gi canister command to toggle between the types.
- Acidotic Eruptors inflict an armor class penalty equal to (GI level/12). This penalty does not stack with bardsong.
- Viscid Trammels inflict a Slow effect on the target (decreased movement, -1 to AB).
- Quikrete Propagators petrify the target unless it makes a Fortitude saving throw at a DC equal to the Inventor's Dexterity modifier plus (GI Level/3).
- Fetchers attach to the target and haul it back to the Inventor if it fails a Reflex saving throw at a DC equal to the Inventor's Dex mod plus (GI Level/2). They can only 'fetch' Small targets and smaller, unless the Inventor has 26 rogue levels (not counting LL), in which case they can 'fetch' targets of size Medium and smaller.
Armor -Inventors can select a variety of armor bonuses, which appear as temporary item properties on the armor. These can be toggled between by means of the following commands. Once a type of armor contraption is selected, the Inventor activates it by casting the Mage Armor Spell. The types of armor modifiers available depend on the Inventor's levels (not including Legendary Levels).
!gi armor 1 - Ceramic-Plated Vest (no requirement)
!gi armor 2 - Insulated Vest (no requirement)
!gi armor 3 - Coiled Vest (no requirement)
!gi armor 4 - Flame-Retardant Vest (no requirement)
!gi armor 5 - Inventor's Vest (no requirement)
!gi armor 6 - Stealth Weave Plating (no requirement)
!gi armor 7 - Mechanized Suit (req. 20 rogue & 20 wizard)
The Inventor can also use the
!gi armor command to toggle between the types, instead of selecting a specific type.
- The first 4 types provide 5/- damage resistance per 6 GI levels (rogue+wizard+LL) to acid, cold, fire, and electrical damage, respectively.
- The Inventor's Vest provides 5/- damage resistance to piercing damage per 10 GI levels.
- The Stealth Weave Plating provides a +5 bonus to the Hide skill per 12 GI levels, the bonus feat Hide in Plain Sight and gives GI Level conceal +5% for Wizard CC.
- The Mechanized Suit adds +1 to Strength, Dexterity, and Constitution per 5 GI levels, and feat-level Immunity to Knockdown.
Force Field Generator - There is an 8th kind of armor modification, the Force Field Generator, available to Inventors with 24 wizard levels (not including Legendary Levels). It cannot be toggled to by command; instead, Inventors with enough levels receive the Epic Mage Armor feat, which will activate this field. They get 1 use per rest for every 20 GI levels. The field strips any other Inventor armor modifications when activated, and is itself stripped if the Inventor activates a different Inventor armor modification.
- The Force Field provides Soak equal to 30 plus 1 per Legendary Level (capping at Soak of 50 at level 60), and can absorb 2000 hit points damage, plus another hundred per Legendary Level, capping at a total absorption of 4000 at level 60.
- While the field is active, the inventor also gets 1% elemental damage immunity per Legendary Level, and 1% exotic damage immunity per every 2 Legendary levels, to a maximum of 20% elemental and 10% exotic immunity at level 60.
Emitters - Inventors are able to deploy emitters - small, antenna-like devices which can be configured to acheive different effects. The available effects depend on the Inventor's levels (not including Legendary Levels). The various types can be toggled between with the following commands.
!gi emitter 1 - Paramagic Resonator (no requirements)
!gi emitter 2 - Kineto-Inertial Stabilizer (no requirements)
!gi emitter 3 - Gravimetric Reconfigurator (req. 12 wizard)
The Inventor can also use the
!gi emitter command to toggle between the various types instead of selecting a specific one.
Once an emitter type is selected, the Inventor can deploy an emitter of that type with the
!gi emitter deploy command.
- The Paramagic Resonator drops Spell Resistance on enemies near it by 1 point per 6 GI Levels (rogue+wizard+LL).
- The Kineto-Inertial Stabilizer makes allies near it slower - but it also provides them with feat-level Knockdown Immunity.
- The Gravimetric Reconfigurator grants a levitation-like effect to all creatures in the area.
Gloves - Inventors are able to apply a number of effects to the handgear, just as they do their armor, by casting the Cat's Grace spell. Unlike with armor, however, they do not need to toggle between choices - all the properties available to them based on their levels (not including Legendary Levels) will be applied when they cast the spell. The available properties are as follows:
- Haste (no requirement, always applied).
- Improved Critical: Heavy Crossbow (requires 20 rogue levels).
- Power Critical: Heavy Crossbow (requires 22 rogue levels).
- Superior Critical: Heavy Crossbow (requires 24 rogue levels).
- Greater Weapon Focus: Heavy Crossbow (requires 20 wizard levels).
- Epic Weapon Focus: Heavy Crossbow (requires 22 wizard levels).
- Legendary Weapon Focus: Heavy Crossbow (requires 24 wizard levels).
- Inventors with 20 rogue levels AND 20 wizard levels will get Overwhelming Critical and Devastating Critical Heavy Crossbow feats, in addition to the normal IC and GWF.
- Inventors with at least 20 rogue levels will get a +5 bonus to Pick Locks per 12 GI levels (rogue+wizard+LL).
Handbombs - Inventors receive a Handbomb Assembly Kit when they attain their Quasiclass. The Kit is heavy, weighing just over 50 pounds, but it contains all the critical tools of the Inventor's trade.
- When the Inventor rests, their Kit will automatically fill with all the handbombs the Inventor is able to use. The selection of bombs can be managed with the
!gi bomb command.
- Handbomb Spell Penetration is equal to GI level (rogue+wizard+LL), plus 6 points per Spell Penetration feat.
- Handbomb Difficulty Check is equal to 22 plus Dexterity modifier plus 1 per 5 legendary and paragon levels (up to +8). Inventors of Control Class Wizard get an additional +1 DC per 10 Legendary Levels (max of +2 at level 60).
- Handbomb damage can be boosted by the Craft Trap skill, similar to Lore for spellcasters.
- The number and type of handbombs available depends on the Inventor's levels (not including Legendary Levels). The different types are as follow:
Cussers Saving throw penalty equal to bard song of GI level, using 5/6 of Craft Trap skill instead of Perform (no requirements, 1 use per 2 GI levels).
Easers Armor class and saving throw bonus equal to bard song of GI level, using 5/6 of Craft Trap skill instead of Perform (no requirements, 1 use per 2 GI levels).
Blowers Gust of Wind (req. 14 wizard, 1 use per 2 GI levels).
Stickers Stonehold (req. 16 wizard, 1 use per 4 GI levels).
Greasers Grease (req. 18 rogue, 1 use per 4 GI levels).
Teasers Tasha's Hideous Laughter AoE (req. 18 rogue, 1 use per 4 GI levels).
Melters Acid Fog (req. 18 wizard, 1 use per 4 GI levels).
Rumblers Earthquake with additional Reflex save vs. Knockdown (req. 18 wizard, 1 use per 3 GI levels).
Netters Web (req. 20 rogue, 1 use per 4 GI levels).
Crackers Soundburst with additional Will save vs. Stun (req 20 rogue, 1 use per 4 GI levels).
Shockers Scintillating Sphere with double damage (req. 20 wizard, 1 use per 3 GI levels).
Suckers A vacuum effect draws in foes and crushes them together (req. 20 wizard, 1 use per 5 GI levels).
Clappers Great Thunderclap (req. 22 wizard, 1 use per 3 GI levels).
Smokers Fog AoE conceals those within 40% melee 85% ranged (req. 22 rogue, 1 use per 6 GI levels).
Crunchers Implosion (req. 22 wizard, 1 use per 3 GI levels).
Fumers Fumes in massive area kill vermin at 5 DC above normal GI DC (req. 24 rogue, 1 use per 6 GI levels).
Warpers Small AoE Time Stop-like effect (req.24 wizard, 1 user per 10 GI levels).
Headgear -Inventors can select a variety of fittings to incorporate into their helms, which appear as temporary item properties on the helm. These can be toggled between by means of the following commands. Once a type of helm fitting is selected, the Inventor activates it by casting the Clairaudience/Clairvoyance spell. The types of helm modifiers available depend on the Inventor's levels (not including Legendary Levels).
!gi helm 1 - Etherscanning Goggles (no requirement)
!gi helm 2 - Amplified Earpiece (no requirement)
!gi helm 3 - Telescoping Goggles (req. 18 rogue levels)
!gi helm 4 - Sheilded Goggles (req. 18 rogue levels)
!gi helm 5 - Anomaly-Scanning Goggles (req. 18 rogue levels)
!gi helm 6 - Shielded Earpiece (req. 20 rogue levels)
!gi helm 7 - X-Ray Goggles (req. 20 wizard levels)
!gi helm 8 - Rebreather (req. 22 wizard levels)
!gi helm 9 - Electronscanning Goggles (req. 24 wizard levels)
!gi helm 10 - Stethescopic Earpiece (no requirement)
The Inventor can also use the
!gi helm command to toggle between the helms, instead of selecting a specific helm setting.
- Etherscanning Goggles add True Sight.
- The Amplified Earpiece adds a +5 bonus to Listen per 12 GI levels (rogue+wizard+LL), along with 25% sonic damage vulnerability.
- Telescoping Goggles add a +5 bonus to Spot per 12 GI levels.
- Shielded Goggles provide Immunity to Blindness, and a -10 penalty to Spot.
- Anomaly-Scanning Goggles add +5 bonuses to Search and Disable Traps per 12 GI levels.
- The Shielded Earpiece provides Immunity to Deafness, and a -10 penalty to Listen.
- X-Ray Goggles create an unlimited Amplify spell on the helm that casts Know Vulnerabilities.
- The Rebreather grants the Waterbreathing ability.
- Electronscanning Goggles create an unlimited Darkvision spell on the helm that allows the wearer to see the walls of Limbo.
- The Stethescopic Earpiece grants the Epic Skill Focus: Listen feat.
Portable Cannon - Inventors with 24 wizard levels receive the Hellball feat for free, which is used to call up the Hyper-attenuated-recoil Pyrometallurgical Explosive Ejecter - H.a.r.P.E.E. for short.
- They get one use of the spell per rest for every 20 GI levels (rogue+wizard+LL).
- The H.a.r.P.E.E. is too complicated to assemble during combat - it must be deployed beforehand.
- The H.a.r.P.E.E. is immobile once deployed, but can turn to face its targets. Its legs are used purely for recoil absorption.
- The H.a.r.P.E.E. will blast targets with fiery and concussive explosives, unless fire or sonic-healing creatures are present, in which case it switches to shrapnel shells which inflict bludgeoning and piercing damage. It fires one shot per round, which explodes in a huge radius, dealing 1d10 points of the appropriate damage type for GI level.
This document contains details of the Dwarven Warchanter quasiclass on Higher Ground.
Requirements - To qualify for Dwarven Warchanter the character must have 10 levels of Bard, 16 levels of Dwarven Defender, Still Spell, and Weapon Focus (Light Mace OR Light Hammer OR Heavy Mace OR Heavy Flail) before level 28.
Auto Still Spell - On achieving Dwarven Warchanter, the character is automatically given 2 Epic Auto Still Spell feats for free.
Draw Foes - Warchanters get the Draw Foes ability. When this swift action is on untaunted foes will be drawn to attack the Warchanter. Turning it off will not cause foes to stop attacking however. The check is 10 + DWD lvls + DWC lvls (inc LL if CC is DWD or DWC) + (4*CON mod). Use of this ability will block etherialness such as Greater Sanctuary.
Epic Chants - Upon achieving level 40, the Dwarven Warchanter may receive certain Chants which replicate epic spells. To actually cast any of these epic spells, the Warchanter must have at least 16 base Charisma.
- If he has at least 12 levels of Bard, he receives the Chant of Battle (Instruments of Faith). If he has at least 18 levels of Bard, he receives the Chant of Steel (Girding of the Faithful). If he has at least 24 levels of Bard, he receives the Chant of the Fallen (brings back up to 3 party members from Fugue or Limbo, with a 20-minute cooldown).
- If he has at least 18 levels of Dwarven Defender, he receives the Chant of Countering (Death of Magic). If he has at least 24 levels of Dwarven Defender, he receives the Chant of Stone (Dust to Dust). If he has at least 30 levels of Dwarven Defender, he receives the Chant of the Unyielding (Chant of Warding).
Warchant - The Dwarven Warchanter adds half his dwarven defender level (including legendary levels if control class is dwarven defender) to his bard level for the purposes of calculating Bard Song and Curse Song effects. Bardsong from a Warchanter with Bard control class removes Fear and grants feat-level Fear immunity for 5 rounds.-A Dwarven Warchanter whose control class is Dwarven Defender will be able to take perform as a cross-class skill in legendary levels.
Weapon Specialization - On achieving Dwarven Warchanter status at level 26 or 27, the Warchanter receives Weapon Specialization in the weapon he has focus in.
Spells - Spell DCs for certin spells (those listed below) are equal to 10 + spell level + 9/10 of the Warchanter's Strength or Dexterity modifier, whichever is higher.
- Caster levels for those same spells are equal to Dwarven Defender level + Bard level, including legendary levels if control class is Dwarven Defender or Bard.
- A Dwarven Warchanter may change their spells once at level 60 using the Spells Pedestal in the docks if their control class is not Bard
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Level 1: Balagarn's Iron Horn (7/6 of DD level added)
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Level 2: Deafening Clang, Heroism, Sound Burst (7/6 of DD level added; causes deafness on failed Fortitude save)
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Level 3: Displacement (grants EV conceal in light armor or robes; no 5% penalty for having less than 30 base Cha), Greater Magic Weapon, Keen Edge, Wounding Whispers, Haste (grants an extra attack)
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Level 4: Hold Monster (petrifies foes; treated as Transmutation; DC increased by DD class level / 3), Neutralize Poison (grants poison immunity for 1 round/level), War Cry (DC increased by 2, also grants +10 to stat checks vs Knockdown)
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Level 5: Improved Heroism
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Level 6: Dirge, Mass Haste (treated as Evocation; casts a Large Earthquake effect at the targeted location; DC increased by 2)
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Displacement- The concealment granted to the Warchanter by this spell will be lost if the Warchanter equips anything in their offhand. When casting this spell, Warchanters gain an extra 5% conceal if their offhand is empty, and lose 5% if it is not.
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Joyful Noise- When cast by a Warchanter this does not strip bardsong but does grant silence immunity for 1 turn.
This document contains details of the Herald of Storms quasiclass on Higher Ground.
Requirements - To qualify for Herald of Storms, the character must have 16 levels of Sorcerer and 16 levels of Druid by level 40, Greater Spell Focus: Conjuration, and Greater Spell Focus: Enchantment.
Aged by Knowledge - The natural powers that the Herald of Storms have passed down to them results in a -4 penalty to Constitution.
Free Feats - Upon becoming a Herald of Storms, the character receives Epic Spell Focus: Conjuration, Epic Spell Focus: Enchantment, Epic Spell Penetration, Great Charisma 1 and 2, and Great Wisdom 1 and 2.
Separate AoE Restrictions - Heralds are not bound by the same restrictions other casting classes are concerning area of effect spells. Instead of the normal limits on persistent area of effect spells (2 of any kind at a time regardless of caster for most, and 1 damaging AoE per caster), there is a separate limit of 2
[Herald AoE] clouds per area.
Storm Sprite - Once the Herald of Storms reaches level 41, they can use the Stone of the Earth Mother, available from the Druid Grove north of Town, once per day to summon a Storm Sprite. The Storm Sprite cannot be killed and will last for one round per herald level, picking up nearby party members that are knocked down. When not assisting the party in this fashion the Sprite will blast enemies with thunder and lightning.
Spells - All Conjuration and Enchantment spells cast by the Herald are cast at the combined casterlevel of their Sorcerer and Druid levels. All other spells are cast at the casterlevel of the class they belong to. Spell DC is determined by the Herald's wisdom or charisma modifier, whichever is higher. In addition, some persistent cloud spells have had their effectiveness increased and are subject to the 2
[Herald AoE] clouds per area limit.
- Legendary Heralds may acquire Conjuration and Enchantment epic and paragon spells based on their control class.
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Level 2:Ability Spells: Ability spells such as Fox's Cunning grant only +2 to the target's ability score, but also add a stacking bonus to ability checks against that ability of +1 for every 8 casterlevels the herald has past 20, to a maximum of +3 at casterlevel 44.
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Level 3:Stinking Cloud
[Herald AoE]: Heralds get a +4 bonus to DC.
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Level 4:Mass Camouflage: When cast, mass camouflage casts an obscuring fog which sticks to caster, creating concealment of (Druid level * 3) in a large radius. The fog moves with the caster and grants its concealment to any remaining in it, including enemies. Duration is 1 round per herald level.
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Level 5:Cloudkill
[Herald AoE]: Each round, enemies in the cloud must make a fortitude check. On a failed save, they die if not death immune, healing the herald 2 HPs per casterlevel. If they save versus death, they receive (0.5*CL)d4 Negative damage and are drained up to 1 HP per 2 casterlevels, healing the Herald by the same amount. Freezing Fog
[Herald AoE]: Each round, enemies must make a reflex save or suffer 2d6 Dexterity damage in addition to normal effects of the spell. Mind Fog
[Herald AoE]: In addition to its will save lowering effect, enemies in the cloud must make a fortitude save or be Feebleminded, draining their Intelligence, Wisdom, and Charisma by (CL/10)d4 and randomly wiping 10% of their memorized spells.
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Level 6:Acid Fog
[Herald AoE]: In addition to the normal effects, enemies in the cloud suffer 5% stacking acid vulnerability, up to 25% total. Mass Ability Spells: Mass Ability spells such as Mass Fox's Cunning grant only +2 to party members' abilities, but also add a stacking bonus to ability checks against that ability of +1 for every 8 casterlevels the herald has past 20, to a maximum of +3 at casterlevel 44.
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Level 7:Static Field
[Herald AoE]: Each round, enemies must make a fortitude save or suffer 2d6 Strength damage, in addition to normal effects. Cast as a Conjuration spell by Heralds.
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Level 8:Horrid Wilting: cast as a Conjuration spell by Heralds. Premonition: cast as an Enchantment spell by Heralds.
This document contains details of the DragonStorm Mage quasiclass on HigherGround.
Requirements - To qualify for Dragonstorm Mage the character must have 10 levels of Sorcerer, 10 levels of Blue Dragon Disciple, Greater Spell Focus (Evocation), and the Resist Energy (Electricity) feat before level 22.
Combat Caster - Any light or medium armor worn by the Dragonstorm Mage has its spell failure chance reduced to zero.
Epic Spells - On achieving Dragonstorm Mage status at level 20 or 21, the character is automatically given Epic Spell (Hellball) and Epic Spell (Dragon Knight) as bonus feats.
Spells - Some spells, listed below, use Sorcerer level + Blue Dragon Disciple level (including legendary levels if the character's control class is Sorcerer or Blue Dragon Disciple) to calculate caster levels. In addition, all these spells count as Evocation for determining DCs, and receive +1 spell penetration for every 10 caster levels over 20. The caster may add half their caster level to their Lore skill for casting DSM spells. Lore is effective up to 150 Lore for them.
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Level 1: Negative Energy Ray (does Positive damage), Lesser Orb of Electricity, Lesser Orb of Sound, Shocking Grasp, Summon Creature 1
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Level 2: Gedlee's Electric Loop (targets which fail a Reflex save are dazed), Shock Weapon (extra die added capping at +6 on self, +4 on others), Summon Creature 2
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Level 3: Lightning Bolt does (3/4 casterlevel) d6, 2/3 Elec and 1/3 Divine, Scintillating Sphere, Summon Creature 3
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Level 4: Elemental Shield (duration multiplied by 10; provides Elec / Sonic immunity and Elec kickback), Orb of Electricity, Orb of Sound, Stoneskin, Summon Creature 4
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Level 5: Ball Lightning (no longer limited to 1 ball per target; does 2/3 Elec and 1/3 Slashing damage), Energy Buffer, Summon Creature 5
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Level 6: Chain Lightning (does 1 additional point of damage per die; 1/2 Elec and 1/2 Divine), Summon Creature 6, Tenser's Transformation
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Level 7: Great Thunderclap, Greater Orb of Electricity, Greater Orb of Sound, Static Field, Summon Creature 7
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Level 8: Summon Creature 8
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Level 9: Meteor Swarm (becomes Thunderstorm; does CL d10 Electrical or Positive, depending on which is best), Summon Creature 9
Dragon Knight - Blue Dragon Disciple and Sorcerer levels stack for the purposes of acquiring the improved Dragon Knight summon.
Hellball - The Dragonstorm Mage's Hellball does CL*3/2 d20 Electrical damage instead of the normal damage types, and doesn't break loot like the normal Hellball.
- The Dragonstorm Mage receives 1 additional use per day for every 10 levels of Blue Dragon Disciple they have, including legendary levels if the Mage's control class is Blue Dragon Disciple.