Author Topic: Base Classes [Mechanics]  (Read 8945 times)

Base Classes [Mechanics]
« on: December 27, 2010, 07:25:59 PM »
Base Class Rulings

  • No new classes after level 20.
  • The Monk, Paladin, and Cleric classes are required to have a minimum of five levels by level 20.
  • The following class has been removed and is not available for selection:
     Favoured Soul

A note on all custom classes: Never use the "Recommended" button when selecting bonus attribute points, skills, or feats. Packages don't seem to work as expected, and you'll probably end up with a fairly random assortment of abilities!

« Reply #1 on: January 30, 2011, 12:19:29 AM »

Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal.

Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Class Features:

- Hit Die: d8

- Base Attack Bonus: Medium.

- High Saves: Fortitude and Will.

- Weapon Proficiencies: Simple and martial weapons.

- Armor Proficiencies:  Light, medium and heavy armor and shields (except tower shields).

- Skill Points: 4 + Int modifier per level, x4 at first level.

- Class Skills: Bluff, Craft Armor, Craft Weapon, Diplomacy, Intimidate, Listen, Lore, Parry, Spot, and Survival.

- Auras: The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. Minor auras add the marshal's charisma bonus to certain rolls. Major auras begin at +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level. Marshals gain minor auras at levels 1, 3, 5, 7, 9, 12, 15, and 19. They gain major auras at levels 2, 5, 9, 14, and 20.

Minor Auras:
-Demand Fortitude (Increases allies' fortitude saves)
-Force of Will (Increases allies' will saves)
-Watchful Eye (Increases allies' reflex saves)
-Motivate Strength (Increases allies' strength scores)
-Motivate Dexterity (Increases allies' dexterity scores)
-Motivate Constitution (Increases allies' constitution scores)
-Motivate Intelligence (Increases allies' intelligence scores)
-Motivate Wisdom (Increases allies' wisdom scores)
-Motivate Charisma (Increases allies' charisma scores)
-Determined Caster (Increases allies' chance of piercing enemy spell resistance)

Major Auras:
-Motivate Ardor (Increases allies' damage rolls)
-Motivate Attack (Increases allies' attack rolls)
-Hardy Soldiers (Increases allies' damage resistance)
-Motivate Urgency (Increases allies' movement speed)
-Resilient Troops (Increases allies' saving throws)
-Motivate Care (Increases allies' armor class)

- Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat.

- Grant Move Action: Starting at 4th level, a marshal can direct and motivate his allies to act. Once per day, as a standard action, he may grant all allies within earshot an effect equivalent to the Haste spell for four rounds. At 8th level, a marshal gains the ability to use this ability twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

« Reply #2 on: January 30, 2011, 12:20:18 AM »

Truenamers study the words that comprise the fabric of existence. They seek to unravel and comprehend the the mysteries of the universe by learning the truenames of as many of its components as possible. A truenamer learns more truenames as he progresses in level, which he can use as utterances to manipulate the world around them. All truenamers know the basic words of Truespeak that allow them to describe the creatures that they encounter, so the new words they learn enable them to alter those creatures in very specific ways. As they continue to advance, they also learn to describe - and thus affect - inanimate objects and even places, which are more difficult to describe with truenames.

Truenaming is a relatively new discipline, and few truenames have been recorded for study. That being so, discovering truenames can be a harrowing process in dealing with extraplanar beings and divining eldritch lore. A truenamer must balance their quest for knowledge with the dangers to their sanity.

Class Features:

- Hit Die: d6

- Base Attack Bonus: Medium.

- High Save: Will.

- Weapon Proficiencies: Simple weapons.

- Armor Proficiencies:  Light armor.

- Skill Points: 4 + Int modifier per level, x4 at first level.

- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore, Truespeak, and Use Magic Device.

- Utterances: You have the ability to speak utterances, powerful combinations of truenames that can alter the world around you in fundamental ways. Utterances exist in three lexicons: The Lexicon of the Evolving Mind, The Lexicon of the Crafted Tool, and the Lexicon of the Perfected Map. You begin play knowing one utterance from the 1st level of the Lexicon of the Evolving Mind and gain one utterance from this lexicon at each truenamer level you attain. You gain higher level utterances as you progress in level. These utterances have an opposing effect if uttered in reverse, meaning each utterance can actually invoke two seperate effects in different situations.

  Beginning at 4th level, you also gain access to the 1st-level utterances of the Lexicon of the Crafted Tool, allowing you to alter objects with your truenames. You gain more utterances of this lexicon at levels 7, 11, 15, and 19. Beginning at 8th level, you gain access to the 1st-level utterances of the Lexicon of the Perfected Map, allowing you to alter places with your truenames. You gain more utterances of this lexicon at levels 12, 16, and 20. Utterances in the Lexicon of the Crafted Tool and the Lexicon of the Perfected Map do not have reverses.

  All utterances obey two laws.

  The Law of Resistance: The universe tends to resist being manipulated with Truespeak repeatedly in a short time. Performing the same utterance repeatedly increases the DC of the Truespeak check for that utterance by 1 for each successful usage of that utterance until you rest.

  The Law of Sequence: If you speak an utterance with a duration, you cannot speak the same utterance again until the duration of the previous utterance has expired. You can use different utterances, but the reverse of an utterance is treated as the same utterance for the purposes of the Law of Sequence.

- Known Personal Truename: You receive a +4 to your Truespeak check for all utterances and recitations used on yourself.

- Lore Focus: As a truenamer, you spend a great deal of time studying the world around you in an effort to learn new truenames. At 2nd level, you gain a skill focus in Lore, granting +3 to those skill checks.

- Truename Research: At level 6, you gain the ability to receive +4 to your truespeak checks once per day against a creature for a short time. This represents the truenamer's ability to focus in combat, drawing upon extensive research to discover how best to manipulate their target with truenames.

- Bonus Recitation Feat: By repeating your own truename over and over with a particular inflection, you can achieve various healing effects starting at 8th level. You gain one recitation feat for which you are qualified. You gain another bonus recitation feat at 15th level.

- See the Named: Beginning at 9th level, you may purge Invisibility or Invisibility-like effects as well as see hidden creatures under the effect of your Truename Research ability with a successful Truespeak check once per day.

- Strength of Voice: Beginning at 13th level, you are able to more easily overcome the Law of Resistance. Each successful usage of an utterance increases its Truespeak DC by 1/2 for the day instead of 1. That is, the DC increases every other usage.

- Speak unto the Masses: At 17th level, you have the ability to affect a number of creatures of the same creature type with a single, powerful utterance. You can only affect one creature type with a single use of this ability, but you can change which creature type each round. The ability has a radius of 30 feet, and your base DC for the Truespeak check is equal to the most powerful creature in the grouping. For each creature in the group you wish to affect beyond the first, the DC of your Truespeak check increases by 2.

- Say My Name and I Am There: At 20th level, you develop a truename - not your personal truename, but a sort of true nickname - that is invested with cosmic power such that those who speak it conjure you forth. You have the option to decline being summoned if somebody speaks this name.

General class information

- Truespeak is the skill representing mastery of the pronunciation of truenames, each of which involves a dozen syllables, precise timing, and vocalizations foreign to even the most multilingual character. A truenamer must pass a truespeak check to deliver any utterance or recitation. The Truespeak skill is of paramount importance to the truenamer and is based on Intelligence, their most important attribute.

- Utterances and recitations are the truenamer's primary abilities. They can be made at will and are not memorized. Each utterance and recitation made must pass a Truespeak check or it fails. A Truespeak check is made against a DC 10 + Hit Dice of the target (on PCs) or challenge rating (on NPCs). If the target is an item, then the Hit Dice or challenge rating of the owner are used instead. Some utterances manipulate places or areas, for which the truespeak check becomes 20 + 4 * the level of the utterance.

- Utterances and recitations do not have a somatic component and can be used in full plate with a shield without penalty. Additionally, the target need not hear an utterance to be effected by it. THe power of truenames is such that even being silenced does not necessarily mean failure of an utterance. There is a 20% chance for a silenced truenamer to fail their utterance due to being unable to hear their own voice, however.

- Utterances exist in three lexicons, and you learn at least one utterance each level. Whenever you learn an utterance of a higher level, you can opt to choose one of a lower level instead. Utterances cannot be "unlearned" or exchanged for other utterances later, so choose carefully.

- Though utterances are subject to spell resistance, a truenamer can increase the Truespeak check of the utterance by 5 to bypass spell resistance entirely.

- A truenamer may dispel an utterance in play by speaking the same utterance, making the Truespeak check against 11 + the opposing truenamer's own Truespeak check. Dispelling your own utterances always succeeds.

- Utterance effects tend to be similar to spells, but have relatively short durations.

- Many utterances do not allow saving throws. For those that do, the saving throw is made against 11 + truenamer level + the truenamer's charisma bonus.

- Truenamers are very versatile. As opposed to warlocks, who have only a few abilities that are good offensively, there are truenamer utterances for nearly every situation, but their offensive capabilities are more limited. Truenamers make great buffers/debuffers.

- Utterances are subject to attacks of opportunity and concentration checks, just as normal spells are. Defensive Casting can be used in conjunction with them as well.

- A catalog of truenamer feats, abilities, recitations, and utterances will be posted here:,918.0.html

A note on truename magic on DC

The art of truespeach is a burgeoning and mysterious discipline in the world of Arafean. Although in practice since before the Long Cold, it is a notoriously difficult art to learn. Truenames would seem to be the basic words of power that describe the universe, whose utterance can cause reality itself to bend and change, if only temporarily. The origin of truenames themselves or the language they comprise is unknown, but its use seems to tap into some primal power of creation and manipulation of reality. Its lexicons are vast beyond reckoning. Even a truenamer with a library of thousands of truenames has only begun to scratch its surface, and the torturous pronunciation of truenames is taxing in the precision required. It is certain no mortal speaks the tongue, nor were they meant to, but a Truenamer seeks to do exactly that.

Please Note: A full catalog of feats, utterances and abilities of the Truenamer class can be found here.

« Reply #3 on: January 30, 2011, 12:27:19 AM »

Some people just like to fight. Whether it be in a pub, defending a friend, or in a back alley, robbing an old man, a brawler's primary ability is using his fists to bludgeon his enemies senseless. Some become professionals, fighting in sports events for money and fame. Others remain largely unknown, fighting for the sheer pleasure of it. Yet others become adventurers, realizing their talents can be used on monsters as well. All brawlers share one thing in common: a preference for fighting with their fists. However, they can still pick up weapons and swing them with awesome efficiency, making them deadly combatants.

Class Features:

- Hit Die: d10

- Base Attack Bonus: High.

- High Save: Fortitude.

- Weapon Proficiencies: Simple and martial weapons.

- Armor Proficiencies:  Light, medium and heavy armor and shields (except tower shields).

- Skill Points: 4 + Int modifier per level, x4 at first level.

- Class Skills: Craft Armor, Craft Weapon, Heal, Intimidate, Lore, Spot, Taunt, and Tumble.

- Improved Unarmed Strike: The brawler receives this feat automatically at level 1.

- Improved Unarmed Damage: A brawler's fists do more damage than a normal character's, but only when fighting without weapons or a shield. At level 1, the brawler does 1d6 damage in unarmed combat. This increases to 1d8 at level 6, 1d10 at level 12, up to 2d6 at level 18. In addition, the strengthening of the flesh and bone of the hand caused by constantly punching hard things has given them the ability to pierce through some kinds of damage resistance. At level 18, a brawler's fists are considered adamantine weapons for the purposes of piercing damage reduction.

- Bonus Feats: The brawler gains a bonus feat at level 1, level 4, and every four levels after that.

Bonus Feat List:
- All Fighter bonus feats except Specialization and Greater Weapon Focus feats.
- Great Fortitude, Iron Will, Lightning Reflexes
- Epic Fortitude, Epic Will, Epic Reflexes (Level 21+)
- Great Strength, Great Dexterity, Great Constitution (Level 21+)
- Brawler Blocking +1, +2, +3, +4, +5 (Unarmed blocking bonus to shield AC) (Requires Level 1+, 6+, 12+, 18+, 24+)
- Brawler Extra Attack I, II, III (Extra unarmed attacks) (Requires Level 10+, 20+, 30+)
- Brawler Damage Reduction 3/-, 6/-, 9/- (Requires Level 16+, 21+, 26+, Constitution 19+, Does not stack with Epic DR)
- Brawler Defense (Dodge AC bonus while wearing light armor) (Requires Level 4+, Dexterity 15+)
- Epic Brawler Defense (Requires Level 21+, Brawler Defense)
- Haymaker (Powerful unarmed attack that can knock down target) (Requires Level 9+, Strength 15+)
- Falcon Punch (Powerful unarmed attack that can instantly kill target) (Requires Level 21+, Haymaker)

« Reply #4 on: January 30, 2011, 12:33:54 AM »

Though lacking the martial prowess of the typical adventurer, the common folk of the colonies ply a variety of trades and form the economic heart of the Depths.

Class Features:

- Hit Die: d2.

- Base attack bonus: Low.

- High save: None.

- Weapon Proficiencies: None.

- Armour Proficiencies: None.

- Skill points: 6 + Int modifier per level.

- Class skills: Appraise, Bluff, Craft (All except Alchemy and Artificing), Diplomacy, Foraging, Intimidate, Lore, Mining, Open Lock, Perform, Survival, and Taunt.

- Exclusivity: Commoners may not be multiclassed nor may they multiclass. They gain experience instead when using their crafting skills.

- Salary: Commoners get a small salary of 100 gp per 5.5 real days, one in-game week, representing payment for the work they do in the colonies. This payment is persistant and will be awarded even if you missed one of the payment cycles, you can redeem the salary note with the Vault NPCs in-game.

« Reply #5 on: February 01, 2011, 05:38:39 PM »

Clerics have been granted a small range bonus to their heal spells. In addition, Cleric domains have been adjusted for the Gods in this setting as below:

Eradus: Earth, Death, Cold, Destruction, Law.

Damihra: Animal, Healing, Good, Plant, Water.

Joreal: Trickery, Luck, Chaos, Knowledge, Air.

Amaros: War, Fury, Strength, Fire, Protection.

Eleudis: Sun, Healing, Strength, Luck, Law, Magic.

Eloth: Water, Dream, Sleep, Darkness, Time, Magic.

Ondur: Evil, Undeath, Destruction, Death, Trickery, Darkness.

Full descriptions for the Gods and their tenants can be found in the Lore section, here.

Clerics require two domains from their deity list in order to advance beyond level 5. If your Cleric does not have a diety, or selects a domain that does not belong to his/her diety, that Cleric will not be able to advance beyond level 5.

In addition, a number of Cleric spells have been tweaked. They are detailed in the full list of spell changes, found here.

« Reply #6 on: February 06, 2011, 09:46:55 PM »

Paladin is now ready for use. I'll list the notable changes here.

-Paladins can be lawful good or lawful evil. Evil paladins represent a replacement of the blackguard. You will gain different abilities depending on the alignment you choose.

-At first level, paladins gain Smite Infidel and Turn Undead. Smite Infidel has been changed into a 1-round buff that grants divine damage equal to 1 per 4 levels and a CHA bonus / 2 attack bonus. These bonuses apply regardless of the alignment of your target. The reason for this change is largely technical, but alignment-based smiting has never been ideal for a PW where detect alignment is not available.

-Turn Undead has been changed (for all classes) to allow evil-aligned characters to command undead instead of destroy them. Paladins have full turning now.

-Lay On Hands is available to both paladin types with the addition that they get an alternative version of the feat as well that lets them target enemy undead for damage.

-At level 3, both paladin types are immune to fear. Good-aligned paladins exude an Aura Of Courage at this level, giving +4 saving throws vs. fear to allies. Evil-aligned paladins exude an Aura Of Despair, applying -4 saving throws vs. fear to enemies.

-At level 4, both paladin types become immune to disease. Good-aligned paladins are capable of removing disease. Evil paladins cause disease with Contagion. Contagion has been reworked to scale a little better with level. Additionally, since we're using close to real-time in game, I've modified contagion to apply the first incubation period of the disease after 2 rounds. Paladins gain extra uses of these abilities every 3 levels.

-Also at level 4, paladins gain their spell book as usual. Paladins have full caster level now. Paladins of both alignments share some spells, but others have been marked good-only while others are evil only. Paladins of one alignment alignment cannot cast spells of the opposing alignment.

-Both paladin types gain Divine Grace at level 10 now, a bonus to all saving throws equal to ther CHA modifier (if positive).

New spells are: Deafening Clang (good only, 1 sonic damage to the weapon for 1 round / 2 levels), Righteous Fury (good only, +4 STR, +5 temporary HP per level up to +50), Abyssal Might (evil only, +2 STR, CON, and DEX for 1 turn/level), and Hell's Power (evil only, +2 AC, 2/+5 damage reduction for 1 turn/level).

Spells that are good-only are: Bless, Virtue, Lionheart, Lesser Restoration, Aid, Aura Of Glory, Shield Other, Remove Paralysis, Prayer, Remove Blindness/Deafness, Remove Curse, Death Ward, Restoration, Neutralize Poison, Holy Sword.

Spells that are evil-only are: Doom, Cause Fear, Death Knell, Inflict Wounds (minor up to critical), Summon Undead (I - IV), Darkness, Poison, and Unholy Sword (it's like Holy Sword, but for evil paladins).

-Note that for whatever reason, NWN2 allows you to choose the No Deity option as an evil paladin. This is a hardcoded behavior as far as I can tell. Just don't do it, as you won't be able to level up. You must have a deity to gain divine powers.

A couple divine feats have been changed a smidge as well.

Divine Resistance now grants its resistance bonus for 1 turn x CHA modifier (minimum 1 turn).

Sacred Purification now does 1d8 + CHA modifier + turning level in healing/damage. Evil characters instead damage living enemies and heal friendly undead.

Sacred Vengeance now lasts for 1 round x CHA modifier (minimum 1 round). Evil characters instead gain 1 vampiric regeneration per 5 turning levels instead of damage vs. undead.

Re: Base Classes [Mechanics]
« Reply #7 on: March 02, 2011, 09:50:16 PM »

I've had a look and was able to fix the warlock buddy to my liking. Expect a change to hideous blow soon.

EDIT: And if people walk around with their weapon/fists bristling with Eldritch power in non-combat town areas, they will die by the Hunters. I'm not even joking.