BalanceFx
04-01-2010, 09:13 PM
New Races (I know we said just half-orcs)
Gnome
Half-Elf
Half-Orc
New classes:
Druid... Details to come, suffice to say we have figured out our technical issues with the various forms. Yeah... your welcome. (Did we mention druids can heal?)
New Prestige Classes.
Clericical Domains are now all in. (Eat that Favored Souls!)
New Quests
King of the Hill: The Isle of Kebbles
An exciting new slayer area with no monsters. Hop an air ship or take a magical portal to the island of kebbles. The airship captain would never stop but he offers you a featherfall and kick in the rump to fall down onto the island of kebbles. You can choose when to jump off as the airship zips over the island. Alternatively you can choose to take a magic portal but they are known to be a bit fritzy on the island and you may end up falling anyways or you could appear in a random location somewhere on the island. Once you are there you will have 9 objectives.
Slay 50 Drow Elves
Slay 50 Dwarves
Slay 50 Elves
Slay 50 Gnomes
Slay 50 Halflings
Slay 50 Half-Elves
Slay 50 Half-orcs
Slay 50 Humans
Slay 50 Warforged
This is our largest and most ambitious instance. Up to 150 players can spawn into a single instance of the island of kebbles. Once there, keep your swords and spells ready because if the players aren't in your party their out to kill you. Players that are slain will appear fully healed either on the airship or in the room of portals to rejoin the chaos. Dying in kebbles does not cause item damage and the quest is designed purely as an alternative to the tavern brawls. However you will earn experience for completing the slayer quests.
The Dreaded Pale Master Polish.... (Well perhaps a wee bit more then a polish)
Wizard Pale Master I
Tough as Bone I +5 Hit points, Gains light fortification
You can produce a touch-ranged negative energy effect at will.
You can produce a ranged ball of negative energy 3 times a day.
You can animate undead for a small cost.
Animate Skeleton
Usage: Active
Cost: 0 action points
Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate. You can have only one skeletal minion per intelligence modifier active at one time, creating another beyond your limit will destroy one of your old ones.
Necrotic Touch
Usage: Active
Range: Touch
Cost: 0 action points
You sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. Undead allies and animated skeletons can be healed by this effect.
Necrotic Ball
Usage: Active
Range: Normal Range Spell
Cost: 0 action points
You call forth a ball of negative energy that deals 1d6 hit points of negative energy damage per caster level to anyone in the area of effect.
Wizard Pale Master II
Wraith arm: +2 Str, You can produce a touch-ranged paralyzing effect 3 times daily.
Tough as Bone II +5 Hps, disease immunity, poison immunity, Gains moderate fortification
You may assume the form of a lich or wraith three times a day.
Wraith Form: Duration 3 minutes, 5 minute cooldown. Grants undead traits. 25% incorporeal miss chance. Featherfall. +20 Move silently. Deals con damage on unarmed crits. I dont see a purpose for this yet... (maybe just stealth??) The healing immunity is a pretty large penalty for just 25% incorporeal...
Lich Form: Duration 3 minutes, 5 minute cooldown. Grants undead traits. +4 con, +4 int +2 necromancy DC. Applies an inflict wound spell on unarmed attacks. Occasionally recives temporary hp when hit (appears to be 10% chance for 30 hp).
Paralyzing Touch
Usage: Active
Range: Touch
Cost: 0 action points
You sheath your hand in crackling black flames, and can paralyze any living creature. A successful Fortitude save resists this affect.
Wizard Pale Master III
Tough as Bone III +10 Hit points, Gain DR 1/- or improves existing damage reduction by 1. Gains heavy fortification, stunning immunity, immunity to sleep
Gain an extra use of all palemaster special attacks.
The duration on the undead forms is now 5 minutes with a 3 minute cooldown and you may assume undead form 1 extra time per day.
The 9 summon lines of Enhancements have been condensed into 3 enhancements:
Summon Skeletal Minion
Allows you to summon a skeletal knight, archer or mage.
Summon Blackbone Minion
Allows you to summon a blackbone knight, archer or mage.
Summon Frostmarrow Minion
Allows you to summon a frostmarrow knight, archer or mage.
Gnome
Half-Elf
Half-Orc
New classes:
Druid... Details to come, suffice to say we have figured out our technical issues with the various forms. Yeah... your welcome. (Did we mention druids can heal?)
New Prestige Classes.
Clericical Domains are now all in. (Eat that Favored Souls!)
New Quests
King of the Hill: The Isle of Kebbles
An exciting new slayer area with no monsters. Hop an air ship or take a magical portal to the island of kebbles. The airship captain would never stop but he offers you a featherfall and kick in the rump to fall down onto the island of kebbles. You can choose when to jump off as the airship zips over the island. Alternatively you can choose to take a magic portal but they are known to be a bit fritzy on the island and you may end up falling anyways or you could appear in a random location somewhere on the island. Once you are there you will have 9 objectives.
Slay 50 Drow Elves
Slay 50 Dwarves
Slay 50 Elves
Slay 50 Gnomes
Slay 50 Halflings
Slay 50 Half-Elves
Slay 50 Half-orcs
Slay 50 Humans
Slay 50 Warforged
This is our largest and most ambitious instance. Up to 150 players can spawn into a single instance of the island of kebbles. Once there, keep your swords and spells ready because if the players aren't in your party their out to kill you. Players that are slain will appear fully healed either on the airship or in the room of portals to rejoin the chaos. Dying in kebbles does not cause item damage and the quest is designed purely as an alternative to the tavern brawls. However you will earn experience for completing the slayer quests.
The Dreaded Pale Master Polish.... (Well perhaps a wee bit more then a polish)
Wizard Pale Master I
Tough as Bone I +5 Hit points, Gains light fortification
You can produce a touch-ranged negative energy effect at will.
You can produce a ranged ball of negative energy 3 times a day.
You can animate undead for a small cost.
Animate Skeleton
Usage: Active
Cost: 0 action points
Creates a skeleton to attack your enemies. This ability costs 5 hit points and 1 spell point to activate. You can have only one skeletal minion per intelligence modifier active at one time, creating another beyond your limit will destroy one of your old ones.
Necrotic Touch
Usage: Active
Range: Touch
Cost: 0 action points
You sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature. A successful Fortitude save reduces the damage by half. Undead allies and animated skeletons can be healed by this effect.
Necrotic Ball
Usage: Active
Range: Normal Range Spell
Cost: 0 action points
You call forth a ball of negative energy that deals 1d6 hit points of negative energy damage per caster level to anyone in the area of effect.
Wizard Pale Master II
Wraith arm: +2 Str, You can produce a touch-ranged paralyzing effect 3 times daily.
Tough as Bone II +5 Hps, disease immunity, poison immunity, Gains moderate fortification
You may assume the form of a lich or wraith three times a day.
Wraith Form: Duration 3 minutes, 5 minute cooldown. Grants undead traits. 25% incorporeal miss chance. Featherfall. +20 Move silently. Deals con damage on unarmed crits. I dont see a purpose for this yet... (maybe just stealth??) The healing immunity is a pretty large penalty for just 25% incorporeal...
Lich Form: Duration 3 minutes, 5 minute cooldown. Grants undead traits. +4 con, +4 int +2 necromancy DC. Applies an inflict wound spell on unarmed attacks. Occasionally recives temporary hp when hit (appears to be 10% chance for 30 hp).
Paralyzing Touch
Usage: Active
Range: Touch
Cost: 0 action points
You sheath your hand in crackling black flames, and can paralyze any living creature. A successful Fortitude save resists this affect.
Wizard Pale Master III
Tough as Bone III +10 Hit points, Gain DR 1/- or improves existing damage reduction by 1. Gains heavy fortification, stunning immunity, immunity to sleep
Gain an extra use of all palemaster special attacks.
The duration on the undead forms is now 5 minutes with a 3 minute cooldown and you may assume undead form 1 extra time per day.
The 9 summon lines of Enhancements have been condensed into 3 enhancements:
Summon Skeletal Minion
Allows you to summon a skeletal knight, archer or mage.
Summon Blackbone Minion
Allows you to summon a blackbone knight, archer or mage.
Summon Frostmarrow Minion
Allows you to summon a frostmarrow knight, archer or mage.