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  1. #1
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    Exclamation Prestige classes as enhancements suggestions.

    Ideas for new Prestige classes. 20 classes I came up with (using D&D resources and NWN2 as a basis) and a way to work them into the enhancement system.

    This was a bit of work and all and it is my outgoing gift to the community and the developers. I hope some of this is implemented, although costs may have to be changed and all. Call it a work in progress.

    I have about 15 days left on my account and then I will take a bit of a break until there is something else to do.

    I love the game and want to see nothing but the best for it. Good luck everybody.

    Feel free to comment and discuss. I will be watching.
    Last edited by Cowdenicus; 07-09-2007 at 05:16 AM. Reason: changed title since completion
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  2. #2
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    Default Arcane Trickster

    Arcane Trickster

    Alignment restriction: Non Lawful.

    Class requirements: Rogue 3 and Wizard 5 or Sorceror 7 or Bard 7.

    Enhancements:

    Ranged Legerdemain 1 (1AP) May use any of the following rogue abilities from range (up to 30 feet away) but the difficulty check will be raised by 5 (open locks, disarm device) 1/rest
    Ranged Legerdemain 2 (2AP) May use any of the following rogue abilities from range (up to 30 feet away) but the difficulty check will be raised by 5 (open locks, disarm device) 2/rest
    Ranged Legerdemain 3 (3AP) May use any of the following rogue abilities from range (up to 30 feet away) but the difficulty check will be raised by 5 (open locks, disarm device) 3/rest

    Improved Sneak Attack 1 (2AP) Sneak attack damage is increased by 1d6. This stacks with all other sneak attack damage bonuses. Requires Ranged Legerdemain 1.
    Improved Sneak Attack 2 (4AP) Sneak attack damage is increased by 3d6. This stacks with all other sneak attack damage bonuses.
    Improved Sneak Attack 3 (6AP) Sneak attack damage is increased by 6d6. This stacks with all other sneak attack damage bonuses.

    Impromptu Sneak Attack 1 (2AP) Use of this ability (is a combat art) is a guaranteed sneak attack. The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). 1/rest. Requires Improved Sneak Attack 1.
    Impromptu Sneak Attack 2 (4AP) Use of this ability (is a combat art) is a guaranteed sneak attack. The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). 3/rest.
    Last edited by Cowdenicus; 07-09-2007 at 01:55 AM. Reason: added info
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  3. #3
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    Default Arcane Archer

    Arcane Archer

    Race Restricted: Elf, Half elf.

    Available to class: Wizard 1 or Sorc 1.

    Feats required: Point Blank Shot, and Precise Shot, and Weapon Focus Ranged.

    Enhancements:

    Enhance Arrow 1 (1AP) All arrows are treated as having a +1 mod on them.
    Enhance Arrow 2 (2AP) All arrows are treated as having a +3 mod on them.
    Enhance Arrow 3 (3AP) All arrows are treated as having a +5 mod on them.

    Imbue Arrow 1 (1AP) 1/rest player may make any spell work at any range an arrow can be shot at. Requires Enhance Arrow 1.
    Imbue Arrow 2 (2AP) 2/rest player may make any spell work at any range an arrow can be shot at.
    Imbue Arrow 3 (3AP) 3/rest player may make any spell work at any range an arrow can be shot at.

    Seeker Arrow (2AP) 3/rest Next attack automatically hits. Requires Imbue Arrow 1.

    Phase Arrow (2AP) 3/rest Next attack automatically Crits. Requires Seeker Arrow

    Hail of Arrows 1 (1AP) All enemies in range are hit once 1/rest. Requires Phase Arrow.
    Hail of Arrows 2 (2AP) All enemies in range are hit once 2/rest.
    Hail of Arrows 3 (3AP) All enemies in range are hit once 3/rest.

    Arrow of Death (2AP) Enemy makes DC20 Fort save or dies. 1/rest. Requires Hail of Arrows 1.
    Last edited by Cowdenicus; 07-09-2007 at 01:39 AM. Reason: added info.
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  4. #4
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    Default Blackguard

    requires evil classes which we dont have in game. sorry, no love here, although if somebody else can figure out how to make this work, maybe as a chaotic only type thing, i would add it.

    also the evil outsider thing is throwing me.
    Last edited by Cowdenicus; 07-09-2007 at 02:13 AM.
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  5. #5
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    Default Archmage

    Archmage

    Class restricted: Wizard 13 or Sorceror 14.

    Enhancements:

    High Arcane Fire 1(1AP) Launches a bolt of fire doing 1d6 damage per level of caster + 9d6 damage, at a cost of 50 spell points. 1/rest.
    High Arcane Fire 2(2AP) Launches a bolt of fire doing 1d6 damage per level of caster + 9d6 damage, at a cost of 50 spell points. 2/rest.


    High Arcane Reach (1AP) Next touch range spell may be cast at range up to 30 feet away.

    High Arcane Power 1 (2AP) This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
    High Arcane Power 2 (4AP) This ability increases the archmage’s effective caster level by +2 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
    High Arcane Power 3 (6AP) This ability increases the archmage’s effective caster level by +4 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).

    Mastery of Elements (2AP) The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.

    Spell Like Ability (2AP) An archmage who selects this type of high arcana can use one of her arcane spell slots to permanently prepare one of their arcane spells as a spell-like ability that can be used twice per day.
    Last edited by Cowdenicus; 07-09-2007 at 02:09 AM. Reason: added.
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  6. #6
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    Default Dragon Disciple

    Dragon Disciple

    Class Required: Bard or Sorceror

    Enhancements:

    Natural Armor 1 (1AP) Recieve a +1 to Natural Armor Class.
    Natural Armor 2 (2AP) Recieve a +2 to Natural Armor Class.
    Natural Armor 3 (3AP) Recieve a +3 to Natural Armor Class.
    Natural Armor 4 (4AP) Recieve a +4 to Natural Armor Class.

    Breath Weapon 1 (2AP) 1/day use breath weapon ability to do 2d8 damage of type chosen at selection. Requires Natural Armor 1.
    Breath Weapon 2 (4AP) 1/day use breath weapon ability to do 5d8 damage of type chosen at selection. Requires Natural Armor 2.
    Breath Weapon 3 (6AP) 1/day use breath weapon ability to do 9d8 damage of type chosen at selection. Requires Natural Armor 3.

    Draconic Immunities (4AP) Complete Immunity to sleep, paralysis, and element of breath weapon chosen. Requires Breath Weapon 2.

    Ability Boost 1 (2AP) Gain a +2 Strength (base) Bonus. Requires Natural Armor 1.
    Ability Boost 2 (2AP) Gain a +4 (cumulative) Strength (base) Bonus. Requires Natural Armor 2 and Breath Weapon 1.
    Ability Boost 3 (2AP) Gain a +2 Constitution (base) Bonus. Requires Ability Boost 2.
    Ability Boost 4 (2AP) Gain a +2 Inteeligence (base) Bonus. Requires Natural Armor 3, Ability Boost 3 and Breath Weapon 2.
    Ability Boost 5 (4AP) Gain a +8 (cumulative) strength (base) Bonus and a +4 Charisma (base) bonus. Requires Ability Boost 4, Draconic Immunities, Breath Weapon 3, and Natural Armor 4.
    Last edited by Cowdenicus; 07-09-2007 at 02:48 AM.
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  7. #7
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    Default Assassin

    requires evil classes which we dont have in game. sorry, no love here, although if somebody else can figure out how to make this work, maybe as a chaotic only type thing, i would add it.
    Last edited by Cowdenicus; 07-09-2007 at 02:12 AM.
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  8. #8
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    Default Duelist

    Duelist

    Requirements:

    Skill: Perform 3 and Tumble 5

    Canny Defense 1 (1AP) When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) (limit 2) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
    Canny Defense 2 (2AP) When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) (limit 5) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
    Canny Defense 3 (3AP) When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) (no limit) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

    Enhanced Mobility (2AP) When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC. Requires Canny Defense 1.

    Grace (1AP) A duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

    Precise Strike 1 (1AP) A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. Any creature immune to critical hits cannot be hurt by a Precise Strike.
    Precise Strike 2 (2AP) A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 2d6 damage added to her normal damage roll. Any creature immune to critical hits cannot be hurt by a Precise Strike.

    Elaborate Parry (4AP) if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level she has. Requires Grace, Precise Strike 1 and Canny Defense 2.

    Deflect Arrows (4AP) Immune to ranged weapon attack when using a light or one-handed piercing weapon. Requires Elaborate Parry.
    Last edited by Cowdenicus; 07-09-2007 at 03:06 AM.
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  9. #9
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    Default Divine Champion

    Divine Champion (info from NWN2)

    Requirements:

    BAB 7 and any weapon Focus feat.

    Enhancements:

    Lay on Hands 1 (2AP) Character may lay on Hands 1 additional time per day as per the Paladin ability. If a player does not have the Lay on Hands ability, this grants them the ability. This increase stacks with all other increases.
    Lay on Hands 2 (4AP) Character may lay on Hands 3 additional times per day as per the Paladin ability. If a player does not have the Lay on Hands ability, this grants them the ability. This increase stacks with all other increases.

    Sacred Defense (2AP) You gain a +1 divine bonus to all saving throws. Requires Lay on Hands 1.

    Smite Infidel (2AP) You unleash a Divine attack that does 1d6/level damage to any enemy whos alignment is different from yours. Requires Sacred Defense.

    Divine Wrath (4AP) You gain DR/level holy and +3 divine bonus to attack, damage and saving throws for 10 secs per charisma. 1/day. Requires Smite Infidel.
    Last edited by Cowdenicus; 07-09-2007 at 02:26 AM.
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  10. #10
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    Default Eldritch Knight

    Eldritch Knight

    Requirements:

    Class:
    One of the following: Barbarian 1 or Paladin 1 or Fighter 1 and
    One of the following: Wizard 5 or Sorceror 6

    (I have no idea how they would implement this in the enhancement system as you get a free feat with this. The only way I could do this would be a BAB increase line of enhancements, a free feat, and increased save and hp bonuses.)
    Last edited by Cowdenicus; 07-09-2007 at 03:24 AM. Reason: added
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  11. #11
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    Default Dwarven Defender

    Dwarven Defender

    Requirements:
    Race: Dwarf
    Alignment: Any Lawful
    Feats: Dodge, Endurance, Toughness.

    Enhancements

    AC Bonus 1 (1AP) +1 dodge bonus to AC.
    AC Bonus 2 (2AP) +2 dodge bonus to AC.
    AC Bonus 3 (3AP) +3 dodge bonus to AC.
    AC Bonus 4 (4AP) +4 dodge bonus to AC.

    Defensive Stance (2AP) When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter.
    1/rest

    Additional Defensive Stance 1 (1AP) You are able to use Defensive stance 2/rest. Requires Defensive Stance.
    Additional Defensive Stance 2 (2AP) You are able to use Defensive stance 3/rest.
    Additional Defensive Stance 3 (3AP) You are able to use Defensive stance 5/rest.

    Uncanny Dodge (2AP) a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

    Improved Uncanny Dodge (2AP) a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. Requires Uncanny Dodge.

    Damage Reduction 1 (2AP) gain DR 3/- Requires AC Bonus 2 and Defensive Stance.
    Damage Reduction 2 (4AP) gain DR 6/-
    Last edited by Cowdenicus; 07-09-2007 at 03:17 AM.
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  12. #12
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    Default Harper Agent.

    Harper Agent (lore wise this needs to change.)

    Requirements:
    Feats: Iron Will

    Deneirs eye (2AP) +3 to all saving throws vs. traps.

    Liliras Heart (1AP) +2 to all saving throws versus mind affecting spells.

    Tymora's Smile (2AP) You or an ally recieve +2 on all saving throws.

    Mystra's Boon (1AP) You gain +2 to all saving throws vs. spells.

    (seems a bit limited.)
    Last edited by Cowdenicus; 07-09-2007 at 03:41 AM.
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  13. #13
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    Default Horizon Walker

    I do not see how this class can be adapted to DDO.
    Last edited by Cowdenicus; 07-09-2007 at 03:46 AM.
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  14. #14
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    Default Frenzied Berserker

    Frenzied Berzerker

    Requirements:

    Non Lawful
    BAB 6
    Feats: Power Attack, Cleave and Great Cleave

    Enhancements:

    Frenzy (2AP): You enter a violent Frenzy gaining +6 STR, -4 AC, and an extra attack at your highest BAB. You suffer 2 damage each round while frenzied. Duration based on CON (6 seconds a point?) and this ability does not stack with Barbarians Rage.

    HP Boost (2 AP) You gain 25 additional bonus HP.

    Supreme Cleave (2 AP) Cleave gives 2 attacks instead of 1. Requires Frenzy and HP Boost.

    Deathless Frenzy (2AP) While Frenzied you become immune to death spells, spell like abilities and effects. Requires Frenzy.

    Enhanced Power Attack (2AP) Power attack becomes more powerful (balance issue?)

    Inspire Frenzy (2AP) You send all of your friends into a Frenzy.

    Supreme Power Attack (4AP) Power Attack becomes even more powerful (same as above) Requires Enhanced Power Attack.
    Last edited by Cowdenicus; 07-09-2007 at 04:14 AM.
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  15. #15
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    Default Loremaster

    Loremaster

    Requirements: Any three metamagic feats or item creation feats. Able to cast 3rd level magic.

    Enhancements:

    Secret 1 (2AP): Learn 1 Secret
    Secret 2 (2AP): Learn 1 Secret cannot be the same as any previously chosen secret.
    Secret 3 (2AP): Learn 1 Secret cannot be the same as any previously chosen secret.
    Secret 4 (2AP): Learn 1 Secret cannot be the same as any previously chosen secret.
    Secret 5 (2AP): Learn 1 Secret cannot be the same as any previously chosen secret.

    List of Secrets:

    Secret Health +3 HP (may have to be modified for DDO)

    Secret of Inner Strength +2 will save

    Lore of True Stamina +2 fortitude save

    Secret knowledge of avoidance +2 reflex save

    Weapon Trick +1 to attack

    Dodge Trick +1 dodge to AC

    Applicable Knowledge +1 feat
    Last edited by Cowdenicus; 07-09-2007 at 03:59 AM.
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  16. #16
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    Default Heirophant

    I will let somebody else do the write up for this as i am a bit biased on this one.
    Last edited by Cowdenicus; 07-09-2007 at 03:45 AM.
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  17. #17
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    Default Mystic Theurge

    Without DDO adding the actual class, I will have to wing this one. SO here is my attempt.

    Mystic Theurge

    Requirements:
    Class: Cleric 3 and Wizard 3 or Sorceror 4.

    (The Practiced Spellcaster feat is required for this yet is not in DDO, so..... meh)

    Enahncements:

    Mystic Caster 1 (2AP) Gains a 33% bonus to base SP. Required level 3 cleric and level 3 arcane. Requires Practiced Spellcaster1.
    Mystic Caster 2 (2AP) Gains a 66% bonus to base SP. Required Mystic Caster 1 and level 9
    Mystic Caster 3 (2AP) Gains a 100% bonus to base SP.Required Mystic Caster 2 and level 12.
    Mystic Caster 4 (2AP) Gains a 100% bonus to total SP. Required Mystic Caster 3 and level 15.
    Mystic Caster 5 (4AP) Gains a 125% bonus to total SP. Required Mystic Caster 4 and level 18.

    Practiced Spellcaster 1 (4AP) Divine and Arcane spells available are determined by total level as opposed to caster level.
    Improed Practiced Spellcaster 2 (6AP) All spells cast use total level for DC and damage numbers and any other effects.
    Last edited by Cowdenicus; 07-09-2007 at 04:33 AM.
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  18. 07-09-2007, 01:17 AM

    Reason
    combined red dragon and dragon disciple

  19. 07-09-2007, 01:18 AM


  20. #18
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    Default Pale Master

    Pale Master

    Requirements: Non Good
    Class: Wizard 5 or Sorceror 6

    Enahncements:

    Bone Skin 1 (2AP) +2 Natural Armor Bonus
    Bone Skin 2 (2AP) +4 Natural Armor Bonus
    Bone Skin 3 (2AP) +6 Natural Armor Bonus

    Undead Ally (1AP) Summons an undead Ally to serve you. (this line could have incremental increases or cost more AP if they made it so the undead did not turn against you.)

    Deathless Vigor (1AP) gain 3 HP (this would have to be adjusted for DDO)

    Graft (2AP) Paralyze opponent 2/rest

    Tough as Bone (2AP) Immune to hold, paralyze and stun. (needs requirements)

    Deathless Mastery (2AP) Immune to critical hits.
    Last edited by Cowdenicus; 07-09-2007 at 04:40 AM.
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  21. 07-09-2007, 01:18 AM


  22. #19
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    Default Shadow Dancer

    Shadow Dancer

    Requirements: Level 5
    Feats: Dodge and Mobility

    Enhancements:

    Evasion (4AP): A shadowdancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shadowdancer is wearing light armor or no armor. A helpless shadowdancer does not gain the benefit of evasion.

    Uncanny Dodge (2AP): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

    Summon Shadow (2AP): A shadowdancer can summon a shadow, an undead shade (HD???). Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer.

    Improved Shadow (2AP): Uses a turn of Summon Shadow but HD are increased to ???

    Superior Shadow (2AP): Uses a turn of Summon Shadow but HD are increased to ???

    Improved Uncanny Dodge (2AP): a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

    Slippery Mind (2AP): You get 2 chances to save vs. any mind altering spell.

    Improved Evasion (6AP): This ability works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw. Required level 10.
    Last edited by Cowdenicus; 07-09-2007 at 04:54 AM.
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    Default Thaumaturgist

    Since we dont have the ability to cast planar ally, this PrC is kinda worthless unless someone wants to give a crack at making it a summon specialist/ charm specialist of some sort.
    Last edited by Cowdenicus; 07-09-2007 at 04:56 AM.
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