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Post by FunkySwerve on Jul 25, 2005 22:52:38 GMT
This book lists the custom changes made to bard abilities in this module.
Additional Feat Options
-Bards are able to take Epic Spell Focus, Penetration, and AutoStill feats during legendary levels.
Bard Song
Feats: The order in which feats are checked has been changed, so that lasting impression adds 5 rounds to duration BEFORE lingering song multiplies duration by 10. The song of bard with both feats now lasts 150 rounds, where it used to last only 105. Furthermore, the Artist feat, if taken, adds an effective two levels to a bard's songs, allowing up to level 62 song and curse song. This does NOT affect the damage reduction or spell resistance decrease abilities from having 30 base Charisma.
Progression: The numbers listed below are bard level, perform skill, attack bonus, damage bonus, will save bonus, fort save bonus, reflex save bonus, hp bonus, ac bonus, skill bonus. The penalties for curse song are equal to the bonuses for bard song, as listed below.
lvl;per;at;dg;w;f;r;HP;AC;Skill =============================== 1 ;2 ;1 ;1 ;-;-;-;- ;- ;- 2 ;4 ;1 ;1 ;1;-;-;- ;- ;- 3 ;6 ;1 ;2 ;1;1;-;- ;- ;- 4 ;8 ;1 ;2 ;1;1;-;- ;- ;- 5 ;10 ;1 ;2 ;1;1;-;- ;- ;- 6 ;12 ;1 ;2 ;1;1;1;- ;- ;1 7 ;14 ;1 ;2 ;1;1;1;- ;- ;1 8 ;16 ;1 ;2 ;1;1;1;8 ;- ;1 9 ;18 ;1 ;2 ;1;1;1;8 ;- ;2 10 ;20 ;1 ;2 ;1;1;1;8 ;- ;2 11 ;22 ;2 ;2 ;2;1;1;8 ;2 ;2 12 ;24 ;2 ;3 ;2;1;1;8 ;2 ;3 13 ;26 ;2 ;3 ;2;1;1;8 ;2 ;3 14 ;28 ;2 ;3 ;2;1;1;16 ;2 ;3 15 ;30 ;2 ;3 ;2;2;2;16 ;3 ;4 16 ;32 ;2 ;3 ;2;2;2;20 ;3 ;4 17 ;34 ;2 ;3 ;2;2;2;22 ;3 ;4 18 ;36 ;2 ;3 ;2;2;2;24 ;3 ;5 19 ;38 ;2 ;3 ;3;2;2;26 ;4 ;5 20 ;40 ;2 ;3 ;3;2;2;28 ;4 ;5 21 ;42 ;3 ;4 ;3;2;2;30 ;4 ;6 22 ;44 ;3 ;4 ;3;2;2;32 ;4 ;6 23 ;46 ;3 ;4 ;3;2;2;34 ;5 ;6 24 ;48 ;3 ;4 ;3;2;2;36 ;5 ;7 25 ;50 ;3 ;4 ;3;3;3;38 ;5 ;7 26 ;52 ;3 ;4 ;3;3;3;40 ;5 ;7 27 ;54 ;3 ;4 ;4;3;3;42 ;6 ;8 28 ;56 ;3 ;4 ;4;3;3;44 ;6 ;8 29 ;58 ;3 ;4 ;4;3;3;46 ;6 ;8 30 ;60 ;3 ;5 ;4;3;3;48 ;6 ;9 31 ;62 ;4 ;5 ;4;3;3;50 ;7 ;9 32 ;64 ;4 ;5 ;4;3;3;52 ;7 ;9 33 ;66 ;4 ;5 ;4;3;3;54 ;7 ;10 34 ;68 ;4 ;5 ;4;3;3;56 ;7 ;10 35 ;70 ;4 ;5 ;5;4;4;58 ;8 ;10 36 ;72 ;4 ;5 ;5;4;4;60 ;8 ;11 37 ;74 ;4 ;5 ;5;4;4;62 ;8 ;11 38 ;76 ;4 ;5 ;5;4;4;64 ;8 ;11 39 ;78 ;4 ;6 ;5;4;4;66 ;9 ;12 40 ;80 ;4 ;6 ;5;4;4;68 ;9 ;12 41 ;82 ;5 ;6 ;5;4;4;70 ;9 ;12 42 ;84 ;5 ;6 ;5;4;4;72 ;9 ;13 43 ;86 ;5 ;6 ;6;4;4;74 ;10;13 44 ;88 ;5 ;6 ;6;4;4;76 ;10;13 45 ;90 ;5 ;6 ;6;5;5;78 ;10;14 46 ;92 ;5 ;6 ;6;5;5;80 ;10;14 47 ;94 ;5 ;6 ;6;5;5;82 ;11;14 48 ;96 ;5 ;7 ;6;5;5;84 ;11;15 49 ;98 ;5 ;7 ;6;5;5;86 ;11;15 50 ;100;5 ;7 ;6;5;5;88 ;11;15 51 ;102;6 ;7 ;7;5;5;90 ;12;16 52 ;104;6 ;7 ;7;5;5;92 ;12;16 53 ;106;6 ;7 ;7;5;5;94 ;12;16 54 ;108;6 ;7 ;7;5;5;96 ;12;17 55 ;110;6 ;7 ;7;6;6;98 ;13;17 56 ;112;6 ;7 ;7;6;6;100;13;18 57 ;114;6 ;8 ;7;6;6;102;13;18 58 ;116;6 ;8 ;7;6;6;104;14;19 59 ;118;6 ;8 ;8;6;6;106;14;19 60 ;120;6 ;8 ;8;6;6;108;15;20 61 ;122;7 ;8 ;8;6;6;110;15;20 62 ;124;7 ;8 ;8;7;7;112;15;20
- 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
- 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
Gear: Characters with at least 30 levels of bard and 35 total levels can now use an improved version of lich lyrics, once they find a certain item.
There are items added to the module to allow bards to cast spells they would not normally be able to. These items cast at the same dc and spell penetration the bard would have if they were casting the spell, to encourage caster bard builds as well as dexer builds. Currently items exist for Great Thunderclap, Horrid Wilting, and Power Word Stun.
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Post by FunkySwerve on Jul 25, 2005 22:53:22 GMT
This book lists the custom changes made to Shadow Dancer abilities in this module.
Feat Conversion: Characters with at least 13 levels of Shadowdancer may exchange Epic Reflexes feats for Epic Great Dexterity feats, by using the PC scrye. A character who does one or more feat conversions can no longer delevel using the town priest.
Darksight: Shadowdancers become immune to blindness at 15 levels of SD.
HIPS: Shadowdancers acquire HIPS at level 10 instead of level 1.
Shadow Evade: Shadow evade is rescaled, maxing out at 60% conceal, 20/+15 absorb, and +14 ac at 50 levels of shadowdancer, and adding additional benefits as the SD gains in power. It continues to add new abilities as the shadowdancer gains levels, becoming unlimited usage, providing immunities to death, necromancy, and negative energy, and eventually allowing the shadowdancer to become completely etherial. Legendary levels count as shadowdancer levels if the character's control class is shadowdancer, for purposes of the progression and gaining additional powers, but not duration. Duration: Changed from 5 rounds to 2 rounds per shadowdancer level.
Progression: lvl:%conceal;soak;ac bonus;additional powers =============================== 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 11:21;10/+2;5 12:22;10/+2;5 13:23;10/+2;5 14:24;11/+3;5 15:25;11/+3;6 16:26;11/+3;6 17:27;11/+4;6 18:28;12/+4;6 19:29;12/+4;7 20:30;12/+5;7; unlimited uses per day 21:31;12/+5;7 22:32;13/+5;7 23:33;13/+6;8 24:34;13/+6;8 25:35;13/+6;8; grants immunity to death magic 26:36;14/+7;8 27:37;14/+7;9 28:38;14/+7;9 29:39;14/+8;9 30:40;15/+8;9; grants immunity to all necromancy spells 31:41;15/+8;10 32:42;15/+9;10 33:43;15/+9;10 34:44;16/+9;10 35:45;16/+10;11; grants +100% immunity to negative energy 36:46;16/+10;11 37:47;16/+10;11 38:48;17/+11;11 39:49;17/+11;12 40:50;17/+11;12; grants 10 rounds etherealness effect seperate from the other effects 41:51;17/+12;12 42:52;18/+12;12 43:53;18/+12;13 44:54;18/+13;13 45:55;18/+13;13 46:56;19/+13;13 47:57;19/+14;14 48:58;19/+14;14 49:59;19/+14;14 50:60;20/+15;14; grants an additional attack per round
Shadow Daze: Shadow daze increases in potency as the shadowdancer gains levels. Legendary levels count as shadowdancer levels if the character's control class is shadowdancer, for purposes of dc and gaining increased powers. Its DC is equal to shadowdancer level plus 5. It becomes unlimited usage at 22 levels of shadowdancer, and at 26 levels of shadowdancer or more it ignores spell resistance. At 40 levels, it becomes a confuse effect, and at 45 levels it changes from single target to a medium area of effect. In addition to the confusion, it inflicts one point of negative vulnerability per SD level above 45 on targets in the area of effect if they fail a fortitude save at a dc equal to sd levels (including legendary levels) +5.
Whirlwind: 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+.
Summons: Shadowdancers can now get an epic summon, if they have at least 20 levels of shadowdancer, 35 total levels, and find a certain item. The summon grows in power when they reach character level 50.
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 their melee weapon with Shadow Rift, which will add 1d6 + shadowdancer level (including legendary levels if your control class is shadowdancer) negative damage on hit. The Shadow Rift will last for 1 round per 2 shadowdancer levels (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).
Slippery Mind: Slippery mind protects against some other mind effects in addition to mind spells.
Bonus Skills: Taunt, Bluff, Craft Armor, and Craft Weapon are considered class skills in legendary levels for Shadowdancers
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Post by FunkySwerve on Jul 25, 2005 22:54:31 GMT
This book lists the custom changes made to arcane archer abilities in this module.
Gear: There are currently 8 quivers that make an endless supply of arrows, alleviating some of the expense involved with playing an Arcane Archer. These quivers are non-UMDable, and the arrows they make nontransferable. 6 of the 8 require at least one level of Arcane Archer to use, as well as a certain character level.
There are nine bows only usable by characters with a level or more of arcane archer that are able to inflict massive additional damage. Some of these bows alter the damage type that the AA's Imbue Arrow ability does when they are equipped.
Imbue Arrow: Imbue arrow now does 1d6 per level of Arcane Archer, minimum 10d6, with a DC of arcane archer level + 5. Legendary levels count as arcane archer levels if the character's control class is arcane archer, for the purposes of damage, dc, penetration, and gaining unlimited usage. Imbue Arrow gains unlimited uses at 22 levels of AA. Its damage type may be altered by equipping certain bows found ingame. It is resisted against at a check against the arcane archer's level + 20 + d20, to a maximum of 70 + d20.
Seeker Arrow: Seeker arrow does increased damage at higher arcane archer levels.Physical damage remains the same, but the magical damage now increases at certain levels. Legendary levels count as arcane archer levels if the character's control class is arcane archer, for the purposes of determining the damage multiplier, penetration, and for gaining additional powers. At level 24 the arcane archer gains unlimited uses per day, and at level 29 the seeker arrow will add a Bigby's Interposing hand effect to the target last ten rounds and resisted at a check against the AA's level (legendary levels still included if the character's control class is arcane archer) + 20 + d20. Base magical damage = enchant arrow bonus (same as always). Total magical damage is now calculated by multiplying base magical damage with the following multiplier, which increases as the archer gains levels.
Arcane Archer Level / Multiplier lvls 14 and below / x1 (normal damage) lvls 15-19 / x2 lvls 20-24 / x3 lvls 25-29 / x4 lvls 30-34 / x5 lvls 35-39 / x6 lvls 40-44 / x7 lvls 45-49 / x8 lvl 50 / x9
Example: A level 23 archer will do 36 magic damage per arrow. This is calculated by multiplying his enchant arrow bonus of 12 (see your game manual) by 3 per the table above. So maximum magic damage is 15 x 5 = 75 per arrow with 30 levels of Arcane Archer.
Hail of arrows: Like seeker arrow, hail of arrows increases in damage as the arcane archer gains levels. At 28 levels of arcane archer, including legendary levels if the character's control class is arcane archer, the character gets unlimited uses of hail of arrows. At that point the ability's area of effect changes from being area-wide to cone-shaped, 60 degrees wide and 20 meters long (roughly twice as long as a cone of cold spell) in the direction the character is facing. Hail of arrows follows the same damage multiplier system as above, but UNLIKE seeker arrow, legendary levels do NOT count when calculating its damage bonus multiplier, whch remains capped at x5 for 30 levels of arcane archer
Death Arrow: Death Arrow becomes increasingly potent as the archer gains levels, gaining DC and additional powers. Legendary levels count as arcane archer levels if the character's control class is arcane archer, for the purposes of determining dc, penetration, and additional powers. DC is equal to arcane archer level + 15, capped at dc 49 at arcane archer level 34.
The character gains unlimited uses of death arrow at arcane archer level 30.
At level 35, the the death arrow ability changes dramatically. The archer gains the option to have it function as normal, or to have it function as a limited use area of affect death attack. The archer may toggle between the two options with the !opt deatharrow command, but must rest after each toggle before using the abillity again.
When the area of effect option is chosen, death arrow becomes usable only once every 4 minutes, but casts wail of the banshee, with a DC of arcane archer level + 5, capped at dc 55 at AA level 50, and resisted at a check against the AA's level + 20 + d20, maxed at 70 + d20.
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Post by FunkySwerve on Jul 25, 2005 22:55:29 GMT
This book lists the custom changes made to monk abilities in this module.
Bonus Unarmed Damage: Characters with monk as their control class inflict 1 point of bonus damage per 3 monk levels and legendary levels when using unarmed combat, to a maximum of 20 points at level 60 for a pure monk. This is implemented as a temporary enhancement bonus on any gloves they wear. In addition, characters with 40 class levels of monk will automatically receive the Keen property on any gloves they wear.
Wholeness of Body: Wholeness of Body now has a number of uses equal to monk level including legendary levels if the monk's control class is monk. Each use heals 2 hp + 1 hp per two monk class levels over 12, to a maximum of 16 hp per use at monk level 40. When used, sufficient uses will be expended to heal the character fully, but unneeded uses will be conserved. In addition, if used by a character with monk as control class and at least 40 base Strength, Wholeness of Body will provide critical hit immunity for 1 round per use. The monk can use Wholeness of Body again at any time to disable the critical hit immunity and cease the expenditure of uses.
Empty Body: This ability now grants 1% extra conceal for every level over 20, capped at 70% at level 40. For characters with monk as their control class, Empty body gives an extra 1% conceal for every 2 legendary levels, and duration increases by one round per legendary level.
Spell Resistance: At character level 41, monk spell resistance begins to increase at an accelerated rate, if the character's control class is monk. The increased progression is 10 + 7/6s the characters total monk and legendary levels. Improved Spell Resistance feats still add two to this total per feat.
Stunning Fist: A character with monk as control class who uses the Stunning Fist ability will force the target to make a Will save or be knocked down for 1d3 + 1 rounds. The DC of the Will save is equal to 10 + (monk level including LLs / 2) + Wisdom modifier + (Improved Stunning Fist feats * 3), capped at DC 70.
Whirlwind: For characters with monk as their control class, Whirlwind and Improved Whirlwind improve at character level 41. When using either one, the monk will perform a second set of attacks, seperate from the whirl, in which the monk will automatically attempt a standard Stunning Fist attack on every enemy in range. Every enemy hit by the monk must save vs a DC of 10 plus (monk levels + legendary levels)/2 plus the monk's wisdom modifier. A level 40 monk with 10 legendary levels and a 50 wisdom would have a dc of 10 + 25 + 20 = 55, for example. Only one use of the Stunning Fist feat is used up per whirl, no matter how many enemies are hit.
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Post by FunkySwerve on Jul 25, 2005 22:58:23 GMT
This book lists the custom changes made to palemaster abilities in this module.
Modified AC: 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, the per-4-levels bonus is halved.
Rescaled Critical Immunity: Instead of recieving full critical hit immunity at level 10, PMs gain sneak immunity. At level PM level 11 they gain 10% critical immunity which converts criticals into non-criticals 10% of thei time. For each level above 11 this increases another 10%, becoming full 100% critical hit immunity at PM level 20.
DCs: -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.
Casterlevels: Palemasters now gain casterlevels for their PM levels, once they reach 11 levels of Palemaster. For most schools of magics, they get one casterlevel for every 3 PM levels (1/3). This means that a PM can get up to 20 casterlevels in these spell schools (10 non-PM casterlevels + 30/3 PM levels).
For necromancy and illusion spells, however, the PM gains 7 casterlevels per 6 PM levels (7/6). This means that a PM can get up to 45 casterlevels when using necromancy and ilusion spells (10 non-PM casterlevels + 7/6*30 PM levels).
Calculating casterlevels: PMs calculate casterlevels differently than they used to. They add a BASE casterlevel to their PM caster level for that spell school. The BASE casterlevel is their highest character level of wizard, sorceror, or bard, regardless of whether that class could cast the spell normally. The PM casterlevel 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 casterlevel is 8, and his PM casterlevel is 7/6 * 22, or 25. His total casterlevel 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 casterlevel would be 1/3*22, or 7, for a total casterlevel of 8 BASE + 7 PM = 15.
The game engine always rounds down, so the 'bonus' PM casterlevels are acquired every 6 levels of PM. Likewise, for non-necromantic, non-illusory spells, casterlevels are acquired every three levels.
So, what do these casterlevels 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 casterlevels with respect to damage. Vampiric Touch, on the other hand, does not. Here is a list of spells where the normal caps can be exceeded:
Clarity (effect cap exceeded = duration only) Control Undead Enervation Fear (effect cap exceeded = duration only) Finger of Death Negative Energy Burst Negative Energy Ray Ray of Enfeeblement (effect cap exceeded = duration only) Undeath to Death Vampiric Touch Wail of the Banshee
Palemasters do not gain their casterlevel benefit for the Ethereal Visage spell.
At level 20, Palemasters get a boosted Death Armor, doing up to 45 +1d6 dmg at maximum casterlevel (does 1/casterlevel + 1d6), and lasting ten times as long.
Power Word Kill is now treated as a necromancy spell, for the purposes of calculating casterlevel and effects for palemasters, making the maximum single-target hitpoint max 1540 for a level 50 palemaster. It is still treated as divination for other spellcasters.
Lichsong: Once a PM completes his transformation into a lich, he gains the ability to use lichsong 3 times per day. Lichsong is exactly analogous to a bard's cursesong. Lichsong has the same effect as a bard's curse song, with no perform skill requirements. PM levels are treated as bard levels when calculating the potency of the effect, and then 10 levels are subtracted. Unlike with calculating casterlevel, bard levels are NOT taken into account. Legendary levels ARE taken into account if the palemaster's control class is palemaster. Duration is 100 rounds. Example: An 8 Bard / 23 PM uses lich song. Is effects are the same as level 13 bardsong. Please see the Compendium of Changes to Bard Song for an exact list of effects by level.
Lifeblight: If a character gains 30 levels of Palemaster, not counting legendary levels, and finds an item, 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.
Deathless Mastery Touch: DC on the touch equals 15 + 1 per epic palemaster level, including legendary levels if the character's control class is palemaster, to a maximum of 55 at palemater level 50 . A character with 30 levels of palemaster, NOT counting legendary levels, is able to use the touch an unlimited number of times per day.
Special Summon: Palemasters get a different dragon knight summon than other casters (same requirements, 21 levels in their casting class(palemaster) and 35 levels overall). They must also find a different item before they can use this ability. The summon grows in power when they reach character level 50.
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Post by FunkySwerve on Oct 21, 2005 15:29:20 GMT
This book describes the changes made to Assassin abilities in this module. ------ Feat Conversion:
Characters with at least 14 levels of assassin may exchange Epic Reflexes feats for Epic Great Strength feats, by using the PC scry. A character with who does one or more feat conversions can no longer delevel at the town priest.
Poison Weapon:
At level 11 assassin and up, the character's invisibility spell is replaced by Poison Weapon. When cast, it will coat the assassin's weapon with an acidic poison that damages anything the assassin hits with the weapon. It inflicts damage equal to 1 pt damage per 2 assassin levels + 1d4 (max of 25 + 1d4). Legendary levels are counted as assassin levels for purposes of damage and duration if the character's control class is assassin. Duration is 1 turn per assassin level, or 50 turns maximum. 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 acid damage added, but the actual effects are as described above.
Improved Invisibility:
At level 15 assassin and up, the assassin's improved invisibility provides additional concealment, 25% + ((Assassin Level + Hide) / 3)%, capping at 67% conceal at assassin level 50. Legendary levels count as assasin levels if the character's control class is assassin, for both increasing concealment and duration. Duration is one turn per level. Assassins 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.
Deadly Attacks:
Both STR-based and DEX-based assassins may gain the ability to do killing blows.
-At level 20, an assassin with a total strength or dexterity of 42 (base plus up to +12 from items) can acquire a scabbard that lets them 'hone' weapons, from someone or something. They may only have one honed weapon at a time, but may switch which one it is once per rest. Honed weapons become linked to the assassin, and may not be dropped. A honed weapon delivers criticals, of a type depending on the number of assassin levels the character has. Whenever it hits, it rolls again, and if THAT roll is a hit, and is in the critical threat range, whoever it hit must roll a fortitude save vs. a DC of 20 + the assassin's DEX or STR modifier (whichever is higher) + 1 for every 3 assassin levels above 30 (including legendary levels). In addition, the DC receives a further +1 at assassin level 49 and 50 (including legendary levels).
For characters with between 20 and 27 assassin levels, the honed weapon delivers penetrating criticals, inflicting added damage. The base critical damage added is equal to the assassin's level, plus legendary levels if the characters control class is assassin, plus the character's strength modifier. Crit immune creatures hit by a penetrating critical suffer no damage if they save vs fortitude, and one quarter of the base damage if they fail. Non-crit immunes suffer one quarter of the base damage if they save vs fortitude, and one half the base damage if they fail.
For characters with 28 or more assassin levels, the honed weapon delivers devastating criticals, inflicting added damage and potentially killing the target instantly. The base critical damage added is equal to the assassin's level, plus legendary levels if the characters control class is assassin, plus the character's strength modifier. Crit immune creatures hit by a penetrating critical suffer no damage if they save vs fortitude, and full base damage if they fail. Non-crit immunes suffer full base damage if they save vs fortitude, and are instantly killed if they fail.
Only melee weapons may be honed, but an assassin with at least 10 monk levels may hone their gloves.
Deadly Attack DC increases for Legendary Levels:
Assassin Level (including LLs)/DC bonus ------ 50 +8 49 +7 48 +6 47 +5 46 +5 45 +5 44 +4 43 +4 42 +4 41 +3 40 +3 39 +3 38 +2 37 +2 36 +2 35 +1 34 +1 33 +1 32 +0 31 +0 30 +0
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Post by FunkySwerve on Oct 21, 2005 15:29:54 GMT
This book describes the changes made to cleric abilities in this module. ------
Divine Might: Divine Might duration doubles to twice the charisma modifier number of rounds at cleric level 21, and triples to 3 times the charisma modifier at character level 41 if the character has 21 levels of cleric or more.
Divine Shield: Divine Shield duration doubles to twice the charisma modifier number of rounds at cleric level 21, and triples to 3 times the charisma modifier at character level 41 if the character has 21 levels of cleric or more. A divine damage shield is also added to the effect at level 21, inflicting damage equal to the character's CHA bonus + 1d6 on anyone swinging at the character in melee combat. The base damage also increases by 50% at character level 41, to (3/2xCHA bonus) + 1d6, if the character is at least a 21st level cleric. It also provides 1% immunity to divine damage per point of charisma modifier, regardless of caster level.
Mass Reserrection: Clerics with 30 cleric levels and 35 total levels can cast a mass ressurection spell once per day, once they find a certain item.
Turn Undead: Turn Undead has been enhanced to deal with the more difficult foes on Higher Ground. Enemies now have a Turn Resistance value proportionate to their difficulty.
A turner's turner level is equal to their cleric level, including legendary levels if the character's control class is cleric. In addition, if the turner has at least 3 levels in paladin or blackguard, 2 less than their number of paladin or blackguard levels (including legendary levels if the character's control class is paladin or blackguard) are added to the character's turner level. Further, if the character has Smite Good or Smite Evil uses remaining and the Planar Turning feat, a Smite use will be expended and the 2-level penalty will not be applied (this behavior may be toggled with the !opt turnsmite SIMTools command).
A turner may turn a total TR value of monsters equal to (turner level + Charisma modifier) * 3.
When rolling to turn, a turner's Turn Power is equal to their turner level.
A turner's destruction DC is equal to half their turner levels plus their Charisma modifier.
If the turner has the Sun Domain Powers feat, 1 additional point is added per 2 turner levels above 40 for turning undead.
If the cleric has the Plant Domain Powers feat, 1 additional point is added per 4 turner levels above 40 for turning vermin.
If the cleric has the Planar Turning feat and one of the elemental Domain Powers feats, 1 additional point is added per 4 turner levels above 40 for turning elementals.
If the cleric has the Planar Turning feat and either the Good or Evil Domain Powers feats, 1 additional point is added per legendary level for turning outsiders.
For turning constructs (only with Destruction Domain Powers), the turner rolls Turn Power + Spell Penetration + d20 against the construct's Spell Resistance. If successful, the construct will take 1d3 points of damage per point of TP. In addition, if the turner has the Planar Turning feat, the construct must make a Will save against the turner's destruction DC or be destroyed.
For all other targets, if the turner's Turn Power + d8 is greater than or equal to the target's Turn Resistance, the target will be turned. In addition, if the TP roll exceeds the target's TR by 10 or more, the target must make a Will save against the destruction DC or be destroyed. Creatures that cannot be destroyed by you have a limit as to how many you may have turned at one time.
Characters with the Planar Turning feat may now buy the Sun, Air, Earth, Fire, Water, Destruction, Good, Evil, and Plant domains as feats in legendary levels. These will not add domain spells, but do increase the breadth of turning ability.
Targets that are turned but not destroyed will be immobilized and unable to act. If they are damaged, they receive up to one Will save every round (against the turner's destruction DC) to free themselves. Optionally, the targets can be feared rather than immobilized, by using the '!opt turnimmob' SIMtools command.
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Post by FunkySwerve on Oct 21, 2005 15:30:47 GMT
This book describes the changes made to paladin abilities in this module.
Lay on Hands: When used by a legendary character with control class paladin on someone besides the paladin themself, this ability grants crit immunity for 1 round per level of the paladin, including legendary levels.
Divine Grace: A paladin only gains the saving throw benefits of Divine Grace while they are good.
Extra Strength: On first using the altar of legends, characters will recieve 1 permanent point of strength for every Great Smite feat they have at that point, to a maximum of 10.
Divine Might: Divine Might duration doubles to twice the charisma modifier number of rounds at paladin level 21, and triples to 3 times the charisma modifier at character level 41 if the character has 21 levels of paladin or more.
Divine Shield: Divine Shield duration doubles to twice the charisma modifier number of rounds at paladin level 21, and triples to 3 times the charisma modifier at character level 41 if the character has 21 levels of paladin or more. A divine damage shield is also added to the effect at level 21, inflicting damage equal to the character's CHA bonus + 1d6 on anyone swinging at the character in melee combat. The base damage also increases by 50% at character level 41, to (3/2xCHA bonus) + 1d6, if the character is at least a 21st level paladin. It also provides 1% immunity to divine damage per point of charisma modifier, regardless of caster level.
Guardian Angel: Characters with at least 20 levels of paladin and 30 total levels can call upon a guardian angel to bring them back from death, once per day. You must find an item to use this power.
Mass Resurrection: Characters with at least 25 levels of paladin and 35 total levels can cast a mass ressurection spell once per day, once they find a certain item.
Stat Bonuses: A character with paladin as their control class gains +1 to strength and charisma every 5 legendary levels.
Turn Undead: Turn Undead has been enhanced. See the cleric book for full details.
Greater Smite: Upon acquiring your 20th level in any of Paladin, Blackguard, or Champion of Torm, if you do not already possess the Greater Smite ability, you will gain it.
It is usable an unlimited number of times per day, but it only works if you have smites available. You may use it once every 6 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 2 minutes. Resting also rechanges the ability. The character must recharge the ability after dying.
If you have 20 levels of paladin and 20 of blackguard, you will do the blackguard smite, regardless of what your alignmnent is (it is assumed you were 20 pally and went bad).
What it does:
For Paladins and CoTs: Total smiter level is the number of Paladin levels plus the number of CoT levels, plus legendary levels if the character's control class is Paladin or CoT. Paladin/CoT smite only does damage to evil creatures.
For Blackguards: Total smiter level is the number of Paladin levels plus the number of CoT levels plus the number of Blackguard levels, plus legendary levels if the character's control class is Paladin or CoT or Blackguard. Blackguard smite effects creatures of all alignments.
You may target a short distance away. At the point you taget, you 'attack' every enemy in a large radius by checking ab + CHA + d20 vs their AC. Temporary ab buffs like spells and bard song are NOT included. If you hit, you deal them damage as follows: (Number of Greater Smiting Feats +1) x (Total smiter levels) This means a maximum of 660 damage to every creature in the area of effect that you hit. The smiter is able to select from a variety of damage types depending on his classes, by using the following chat commands:
Smiters with 20 levels of Blackguard can select from:
!damco - cold !damne - negative !damma - magic !damdi - divine
Smiters with 20 levels of Champion of Torm can select from:
!damso - sonic !dampo - positive !damma - magic !damdi - divine
Smiters with 20 levels of Paladin can select from:
!damfi - fire !dampo - positive !damma - magic !damdi - divine
These commands may be hotkeyed, and are instantaneous. They are selected before the Greater Smite is used. If none is selected the damage type defaults to divine. Characters with both 20 levels of Paladin and 20 levels of Blackguard may select from both sets of damage types.
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Post by FunkySwerve on Oct 21, 2005 15:33:03 GMT
This book describes the changes made to CoT abilities in this module.
Feat Conversion: Characters with at least 14 levels of CoT may exchange Epic Prowess feats for Epic Great Strength feats, by using the PC scrye. A character who does one or more feat conversions can no longer delevel using the town priest.
Extra Strength: On first using the altar of legends, characters will recieve 1 permanent point of strength for every Great Smite feat they have at that point, to a maximum of 10.
Abilities: -Champions of Torm get +1 bonus strength every five legendary levels.
Perpetual Wellness: Champions of Torm get the benefits of continual restoration, per the spell, once they reach 25 levels of CoT (NOT including legendary levels). At level 25, a restoration spell effect is applied once every 6 rounds. This decreases to every 5 rounds at 35 levels of CoT (including legedary levels), 4 rounds at 45 levels, and 3 rounds at 50 levels of CoT. The character must have 25 levels of CoT NOT counting legendary levels, but once they do, legendary levels ARE counted for determining the frequency of the restoration.
Divine Wrath: Divine Wrath increases based on the number of CoT levels (including legendary levels if the character's control class is champion of torm) they have. The duration in rounds is twice the character's charisma modifier at level 20, three times at 30, 4 times at 40, and 5 times the character's charisma modifier at 50. The ability scales up to 40/+16 soak and +20 to attack, damage and saves. At 41 levels of CoT, including legendary levels if the character's control class is champion of torm, it grants the CoT an additional attack per round at their highest ab.
CoTs 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 Champion of Torm as their control class who have at least 40 base Strength receive immunity to critical hits while under the effect of Divine Wrath.
CoT Lvl - Soak - Save/Attack/Damage 5 - 5/+1 - +3/+3/+3 6 - 5/+1 - +3/+3/+3 7 - 5/+1 - +3/+3/+3 8 - 5/+2 - +3/+3/+3 9 - 5/+2 - +3/+3/+3 10 - 5/+2 - +5/+5/+5 11 - 5/+3 - +5/+5/+5 12 - 5/+3 - +5/+5/+5 13 - 5/+3 - +5/+5/+5 14 - 5/+4 - +5/+5/+5 15 - 5/+4 - +7/+7/+7 16 - 6/+4 - +7/+7/+7 17 - 7/+5 - +7/+7/+7 18 - 8/+5 - +7/+7/+7 19 - 9/+5 - +7/+7/+7 20 - 10/+6 - +9/+9/+9 21 - 11/+6 - +9/+9/+9 22 - 12/+6 - +9/+9/+9 23 - 13/+7 - +9/+9/+9 24 - 14/+7 - +9/+9/+9 25 - 15/+7 - +11/+11/+11 26 - 16/+8 - +11/+11/+11 27 - 17/+8 - +11/+11/+11 28 - 18/+8 - +11/+11/+11 29 - 19/+9 - +11/+11/+11 30 - 20/+9 - +13/+13/+13 31 - 21/+9 - +13/+13/+13 32 - 22/+10 - +13/+13/+13 33 - 23/+10 - +13/+13/+13 34 - 24/+10 - +13/+13/+13 35 - 25/+11 - +15/+15/+15 36 - 26/+11 - +15/+15/+15 37 - 27/+11 - +15/+15/+15 38 - 28/+12 - +15/+15/+15 39 - 29/+12 - +15/+15/+15 40 - 30/+12 - +17/+17/+17 41 - 31/+13 - +17/+17/+17 42 - 32/+13 - +17/+17/+17 43 - 33/+13 - +17/+17/+17 44 - 34/+14 - +17/+17/+17 45 - 35/+14 - +19/+19/+19 46 - 36/+14 - +19/+19/+19 47 - 37/+15 - +19/+19/+19 48 - 38/+15 - +19/+19/+19 49 - 39/+15 - +19/+19/+19 50 - 40/+16 - +20/+20/+20
Whirlwind: For characters with champion of torm as their control class, Whirlwind and Improved Whirlwind improve at character level 41. When using either one, the champion of torm will perform a second set of attacks, seperate from the whirl. Each enemy hit by this round of attacks will suffer stacking -1 penalties to attack, damage, saves, and skills, lasting 2 rounds. At character levels 51 and up the penalties double to -2.
Nimbus of Victory: At 25 levels of CoT, the CoT gains the Nimbus of Victory power, which drops the spell resistance of all enemies in a colossal area for 10 rounds.
Nimbus of Victory is 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, but with a base recharge time of 7 minutes instead of 8:
You may use it once every 7 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 use Nimbus of Victory once every 3 minutes. Resting also recharges the ability. The character must recharge the ability after dying.
True Sight: At 25 levels of CoT, the CoT gains permanent true seeing.
Mind Immunity: 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.
Greater Smite: Upon acquiring your 20th level in any of Paladin, Blackguard, or Champion of Torm, if you do not already possess the Greater Smite ability, you will gain it.
It is usable an unlimited number of times per day, but it only works if you have smites available. You may use it once every 6 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 2 minutes. Resting also rechanges the ability. The character must recharge the ability after dying.
If you have 20 levels of paladin and 20 of blackguard, you will do the blackguard smite, regardless of what your alignmnent is (it is assumed you were 20 pally and went bad).
What it does:
For Paladins and CoTs: Total smiter level is the number of Paladin levels plus the number of CoT levels, plus legendary levels if the character's control class is Paladin or CoT. Paladin/CoT smite only does damage to evil creatures.
For Blackguards: Total smiter level is the number of Paladin levels plus the number of CoT levels plus the number of Blackguard levels, plus legendary levels if the character's control class is Paladin or CoT or Blackguard. Blackguard smite effects creatures of all alignments.
You may target a short distance away. At the point you taget, you 'attack' every enemy in a large radius by checking ab + CHA + d20 vs their AC. Temporary ab buffs like spells and bard song are NOT included. If you hit, you deal them damage as follows: (Number of Greater Smiting Feats +1) x (Total smiter levels) This means a maximum of 660 damage to every creature in the area of effect that you hit. The smiter is able to select from a variety of damage types depending on his classes, by using the following chat commands:
Smiters with 20 levels of Blackguard can select from:
!damco - cold !damne - negative !damma - magic !damdi - divine
Smiters with 20 levels of Champion of Torm can select from:
!damso - sonic !dampo - positive !damma - magic !damdi - divine
Smiters with 20 levels of Paladin can select from:
!damfi - fire !dampo - positive !damma - magic !damdi - divine
These commands may be hotkeyed, and are instantaneous. They are selected before the Greater Smite is used. If none is selected the damage type defaults to divine. Characters with both 20 levels of Paladin and 20 levels of Blackguard may select from both sets of damage types.
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Post by FunkySwerve on Oct 21, 2005 15:33:44 GMT
This book lists the custom changes made to harper scout abilities in this module.
Craft Harper Item:
Harper scouts can make 3 new kinds of potions, usable only by him. -At character level 20, the HS gains the ability to make Death Ward Potions, costing 5,000 gp and 50 xp. -At character level 30, the HS gains the ability to make Shadow Shield potions, costing 10,000 gp and 100 xp. -At character level 40, the HS gains the ability to make Greater Restoration potions, costing 20,000 gp and 200 xp.
These potions are only useable by the Harper Scout who made them, and cannot be transferred to others.
UMD: Characters with 5 levels of Harper Scout can take UMD as a cross-class skill in legendary levels.
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Post by FunkySwerve on Oct 21, 2005 15:34:32 GMT
This book describes the changes made to Blackguard abilities in this module.
Dark Blessing: A blackguard only gets the saving throw bonuses from dark blessing while they are evil.
Extra Strength: On first using the altar of legends, characters will recieve 1 permanent point of strength for every Great Smite feat they have at that point, to a maximum of 10.
Divine Might: Divine Might duration doubles to twice the charisma modifier number of rounds at blackguard level 21, and triples to 3 times the charisma modifier at character level 41 if the character has 21 levels of blackguard or more.
Divine Shield: Divine Shield duration doubles to twice the charisma modifier number of rounds at blackguard level 21, and triples to 3 times the charisma modifier at character level 41 if the character has 21 levels of blackguard or more. A divine damage shield is also added to the effect at level 21, inflicting damage equal to the character's CHA bonus + 1d6 on anyone swinging at the character in melee combat. The base damage also increases by 50% at character level 41, to (3/2xCHA bonus) + 1d6, if the character is at least a 21st level blackguard. It also provides 1% immunity to divine damage per point of charisma modifier, regardless of caster level.
Bonus Stats: A character with blackguard as their control class gains +1 to strength and charisma every 5 legendary levels.
Summons: Blackguards with at least 35 levels(in any class/es) and the epic fiend feat can summon a much more powerful fiend, once they find a certain item. The fiend grows in power when they reach character level 50.
Spells: In lieu of their ordinary feat-spells, blackguards now receive a memorizable spell list. See the Treatise on Blackguard Spells for details.
Turn Undead: Turn Undead has been enhanced. See the cleric book for full details.
Greater Smite: Upon acquiring your 20th level in any of Paladin, Blackguard, or Champion of Torm, if you do not already possess the Greater Smite ability, you will gain it.
It is usable an unlimited number of times per day, but it only works if you have smites available. You may use it once every 6 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 2 minutes. Resting also rechanges the ability. The character must recharge the ability after dying.
If you have 20 levels of paladin and 20 of blackguard, you will do the blackguard smite, regardless of what your alignmnent is (it is assumed you were 20 pally and went bad).
What it does:
For Paladins and CoTs: Total smiter level is the number of Paladin levels plus the number of CoT levels, plus legendary levels if the character's control class is Paladin or CoT. Paladin/CoT smite only does damage to evil creatures.
For Blackguards: Total smiter level is the number of Paladin levels plus the number of CoT levels plus the number of Blackguard levels, plus legendary levels if the character's control class is Paladin or CoT or Blackguard. Blackguard smite effects creatures of all alignments.
You may target a short distance away. At the point you taget, you 'attack' every enemy in a large radius by checking ab + CHA + d20 vs their AC. Temporary ab buffs like spells and bard song are NOT included. If you hit, you deal them damage as follows: (Number of Greater Smiting Feats +1) x (Total smiter levels) This means a maximum of 660 damage to every creature in the area of effect that you hit. The smiter is able to select from a variety of damage types depending on his classes, by using the following chat commands:
Smiters with 20 levels of Blackguard can select from:
!damco - cold !damne - negative !damma - magic !damdi - divine
Smiters with 20 levels of Champion of Torm can select from:
!damso - sonic !dampo - positive !damma - magic !damdi - divine
Smiters with 20 levels of Paladin can select from:
!damfi - fire !dampo - positive !damma - magic !damdi - divine
These commands may be hotkeyed, and are instantaneous. They are selected before the Greater Smite is used. If none is selected the damage type defaults to divine. Characters with both 20 levels of Paladin and 20 levels of Blackguard may select from both sets of damage types.
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Post by FunkySwerve on Oct 21, 2005 15:36:56 GMT
This book describes the changes made to Dwarven Defender abilities in this module.
Damage Immunity: On achieving legendary levels, a character with dwarven defender as their control class gains 1% immunity to physical damage for every strength modifier point they have.
Natural Armor: On achieving legendary levels, a character with dwarven defender as their control class gains a natural AC bonus of +1 per STR bonus, to a maximum of +20. If the character has levels in Red Dragon Disciple, the maximum bonus is lowered by their RDD AC bonus, but no lower than +16.
Defensive Weave: At dwarven defender level 11, the character gains the ability to perform a manuever similar to the Defensive Stance, the Defensive Weave. Experienced dwarven defenders have little use for the Defensive Stance they rely on so heavily during their early training, since their own defense has become second nature to them. Instead, many opt to enter into the Defensive Weave, in which they whirl rapidly from stance to stance at alarming speed, forming a moving barrier of shield and armor. Any foe attempting to strike them in melee combat will take 1d6 points of bludgeoning damage, plus 3 points per 2 dwarven defender levels. Each use of the Weave uses up one Stance use; it may only be used if there are Stance uses remaining. The Weave lasts for 2 rounds per level of dwarven defender. Legendary levels count as dwarven defender levels for the purposes of damage and duration of the weave, making it cap at 75 + 1d6 damage and 100 rounds duration at dwarven defender level 50.
Stoneguard: Characters with Dwarven Defender as their control class who do not belong to a quasiclass and have at least 40 base Strength may expend a use of Defensive Stance to enter Stoneguard. While in Stoneguard, the Dwarven Defender can only move very slowly. The Defender receives all the benefits of ordinary Defensive Stance, and in addition is immune to critical hits while the effect is active.
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Post by FunkySwerve on Oct 21, 2005 15:40:23 GMT
This book describes the changes made to Shifter and Druid shapeshifting abilities in this module. The rules for calculating differences between dragon forms for Shifters vs. Druids have not changed. ---------------- ========== Shifter AC ========== Shifters with 21 shifter levels now benefit from monk ac WITHOUT needing a monk level, but only while shifted, and at a -3 penalty. Shifters with a monk level do not suffer the -3 ac penalty. Druids still require a monk level to get monk ac while shifted, and do not suffer the -3 ac penalty.
========== AB Gains in Legendary Levels ==========
A shifter (or druid) gains a +1 to ab while shifted for every 4 legendary levels they have, up to +5 at level 60. This bonus is subject to the +20 cap on ab including weapon bonus and other scripted ab bonuses (like bardsong, Aid, Warcry, etc.).
========== Feat Additions in Legendary Levels ==========
Shifters and Druids with the Wildshape feat now may select Ceature Weapon Specialization as a feat during Legendary Levels. Once they have Specialization, they may then select Epic Creature Weapon Specialization. These feats are the only Creature Weapon feats available because they are the only ones that affect the PC in shifted form.
========== Spell Changes ==========
The following spells use shifter level, including legendary levels if control class is shifter, to determine caster level while shifted. Their DC is 10 + spell level + Wisdom modifier.
-Burning Hands -Darkness -Dispel Magic -Ice Storm -Magic Missile -Mestil's Acid Breath
========== DC Changes ==========
Ancient Dragon (all colors) ----- changed dc from 15 + lvl/2 to Druid Level + Shifter Lvl + LL, damage dice doubled, and add 1 die extra damage for every 4 LL's
Azer Chieftan ----- Fire Stream: changed dc from 15 + lvl/2 to 5 + shifter + LL; damage increase from d4 per 3 lvls + WIS bonus to d8 per (Shifter lvl + LL)
Basilisk ----- Petrification Gaze: changed dc from 12 + lvl/2 to 5 + Druid Lvl + Shifter lvl
Death Slaad Lord ----- Chaos Spittle: changed damage from (lvl/3 +2)d4 to (lvl +2)d4 + (LL/2)d4
Harpy ----- Capivating Song: now does Curse song scaling up to bard lvl 20: (shifter lvl / 3) + (LL / 2); see bard ability book for details
Manticore ----- Hurl Spikes: changed max # spikes from 6 to (Shifter Lvl + LL) / 2
Medusa ----- Petrification Gaze: changed dc from 12 + lvl/2 to 5 + Shifter Lvl + LL
Mindflayer ----- Mind Blast: changed dc from 10 + lvl/2 + WIS bonus to Druid Lvl+ Shifter Lvl + WIS mod; for lvl 21 shifters and up dmg = d6*(Shifterlvl+LL)/2
Psionic Inertial Barrier (damage reduction): increased dmg limit by a multiple of 5
Spectre ----- Invisibility: 1% conceal per shifter lvl + LL, duration increased to 1 Turn per shifter Level + LL
Shadow Attack (level drain): changed dc from 12 + lvl/2 to 5 +shifter lvl + LL; level drain increased from d2 to d4 for lvl 41+ shifters
Stone Golem ----- Hurl Rocks: changed dc from 15 + lvl/2 to 5 + shifter lvl + LL; changed damage to (shifter level + LL)d6; changed radius to small
Vampire ----- Domination Gaze: changed dc from 15 +lvl/2 to 10 + shifter lvl + LL
========== Ability Changes ==========
Construct Shape ----- All construct shapes are immune to amnesia effects.
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Post by FunkySwerve on Mar 31, 2006 17:55:44 GMT
This book describes the changes made to Fighter abilities in this module.
Stat Conversion: Fighters may exchange Epic Prowess feats for stat points, by using the PC scry. This ability is only available to them once they reach 22 levels of fighter and is intended to allow them to gain additional stat points instead of other bonus epic fighter feats. A fighter can no longer delevel using the town priest once they perform one or more swapss. Upon reaching character level 42 (in legendary levels), the swap is no longer available.
Prepare Weapon: Twice per day, the figher may use the stone to 'sharpen' the weapon of their choosing, adding to the amount of slashing damage it deals. The damage added is equal to 1 point of damage per 2 fighter levels + 1d4, to a maximum of 30 + 1d4. Legendary levels are counted as fighter levels for purposes of damage and duration if the character's control class is fighter. Duration is 2 hours per fighter level, or 120 hours maximum. NOTE: This will always sharpen the weapon in the right hand of the fighter. The effect does not stack with itself. 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 slashing damage added, but the actual effects are as described above.
Epic Dodge: Upon gaining thirty levels of fighter, the character will automatically gain the Epic Dodge feat as a free feat. ----- Greater Feat Abilities: Characters with 41 levels or more of fighter (including legendary levels if their control class is fighter) now get the abilities Greater Disarm, Greater Knockdown, and Greater Parry as free abilities, if they have the Improved version of the matching feat.
Greater Disarm (requires Improved Disarm feat): The targeted creature must succeed on a discipline check against (fighter level including LLs * 2) - 5 or suffer a penalty of -1 AB per 6 fighter levels including LLs for 10 rounds. May be used 5 times per day.
Greater Knockdown (requires Improved Knockdown feat): All enemies in a medium radius around the fighter must succeed in a discipline check against (fighter level including LLs * 2) or be knocked down for 3 rounds. May be used 3 times per day.
Greater Parry (requires Improved Parry feat): Using the Greater Parry ability will make you invincible for 1 round per 10 fighter levels, including legendary levels. May be used once per day. -----
Advanced Defense: Characters with at least 21 class levels of fighter (NOT including legendary levels) receive pseudo-concealment against hits which replaces the normal critical hit immunity provided by parry. The get (Parry Skill/4)% concealment against ALL attacks. This concealment check is applied in addition to any normal concealment checks, but is unaffected by blindfight and listen reductions. -----
Whirlwind: For characters with fighter as their control class, Whirlwind and Improved Whirlwind improve at character level 41. When using either one, the fighter will perform a second set of attacks, seperate from the whirl. Each enemy hit by this round of attacks will suffer a 10% increase in vulnerability to all physical damage for two rounds. This increases to 15% vulnerability if the fighter has the Improved Power Attack feat.
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Post by FunkySwerve on Mar 31, 2006 17:56:14 GMT
Updated shifter abilities for Legendary Levels, changed assassin abilities, and added fighter abilities.
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