Class Changes

From AmiaWiki
Jump to: navigation, search

The following classes and prestige classes have been modified. The source of this infomation can be found here

Arcane Archer

The Arcane Archer is the master of magical archery and she’s able to imbue her arrows with arcane spells from her spell casting class.

  • Imbue Arrow

Cast the following arcane spells on basic arrows in your inventory via the Imbue Arrow feat to gain the specified bonus damage (Duration: 1 Hour per Arcane Archer level, Extend Spell is included if applicable):

Arcane Spell 1d8 Bonus Damage to Arrow
Ice Storm Cold Damage
Mestil's Acid Breath Acid Damage
Fireball Fire Damage
Lightning Bolt Lightning Damage
Enervation Negative Damage
Sound Burst Sonic Damage
  • Death Arrow

The DC has been changed to 10 + Arcane Archer level + primary arcane casting ability modifier.

  • Hail of Arrows

Always hits. Deals d3 piercing damage and d3 magical damage per Arcane Archer level, with one arrow fired per Arcane Archer level. The target makes a Reflex save versus DC of 10 + Arcane Archer level + primary arcane casting ability modifier for half damage. A maximum of one arrow hits every target.

  • Seeker Arrow

Always hits. Deals d3 piercing damage and d3 magical damage per Arcane Archer level.

Assassin

The Assassin stalks his foe and when the time is right he strikes at them with lethal precision to end their existence. He may also call upon several arcane spells at Amia.

Assassin Tools

This is a widget automatically gained upon taking an Assassin level. It will impart your weapon (be it glove, bow or blade) with the ability to make a special strike once every turn. The DC calculation is 10 + Assassin level + Intelligence modifier. Note that the ability doesn't have to be reapplied each time; it persists for 1 Turn per Assassin level

  • Braining Blow

(Stun) (2 Rounds, Will) Head injuries are especially traumatic, and the Assassin knows this. Heavy, blunt force dealt by a pommel or leaden arrow can temporarily stun a foe, leaving them vulnerable to a follow-up strike.

  • Shrill Strike

(Deafness) (Turn/Assassin, Fortitude) The importance of the sense of hearing in combat is not lost on the Assassin. An attack upon the auditory organs leaves the ears of the Assassin's foe ringing painfully.

  • Beshaba's Favor

(-d4 all stats) (supernatural permanent, doesn’t stack, Will) The Assassin becomes adept at turning disadvantage to advantage, weakness into strength, bad luck into blessed fortune. Provided, that this misfortune falls upon the Assassin's victim.

  • Stalker's Throat-Dart

(Silence) (1 Round/Assassin, Fortitude) Landing a blow to the throat is one of the most difficult attacks an Assassin can make. By no chance, it is also one of the most rewarding.

  • Induce Amaurosis

(Blindness) (1 Round/Assassin, Fortitude) The Assassin knows that something as innocuous as a culinary spice can have more malign uses. Pepper, thrown into the eyes of the foe in the heat of battle, leaves them a bit burned.

  • Blade of Terror

(Paralysis) (1 Round/Assassin, Will) The appalling viciousness of the Assassin's assault cows the target into submission. The assassin may make a death-attack that causes overwhelming fear to the target of this ability.

  • Bloodlet

(Level Drain) (supernatural permanent stacks, Fortitude) The Carotid and Femoral artery are prime targets for a cutting or piercing strike. An accurate slice can cause the most extreme case of profuse bleeding: untreated, such a strike is as good as a death-sentence.

  • Kneecapper's Knife

(Knockdown) (Rounds/3 Assassin, Reflex) The legs are a promising, if difficult to hit, target. They are often more lightly armored than the torso, as even the most rigid plate armor has many joints and thin parts in its metal.

  • Murder

(Death, Death Immunity ignored, Fortitude) The most valuable and feared tool at the Assassin's disposal is not their famed agility or skill with blade or bow, but their knowledge of anatomy and flagrant disregard for the niceties of honorable combat. This attack leaves nothing about the Assassin's motives to question. A feint, a flash of steel from the shadows, or a careful shot: a strike made with the intent to bring their target down instantly, no matter the cost.

Optional Epic Feats

These feats must be taken as epic bonus feats on Assassin (level 14 or 18 Assassin). They are not given freely as the feats listed below this section are.

  • Crippling Strike
    • As per the default feat.
Note: For this to function, the Assassin must have at least one rank of Sneak Attack!
  • Defensive Roll
    • As per the default feat.
  • Improved Evasion
    • As per the default feat.

Automatically-Given Feats

These feats are gained automatically upon leveling and are usable once per day.

  • True Strike
    • Starting at 3rd level, an Assassin gains the ability to cast True Strike.
  • Fox's Cunning
    • Starting at 4th level, an Assassin gains the ability to cast Fox's Cunning.
  • Cat's Grace
    • Starting at 6th level, an Assassin gains the ability to cast Cat's Grace.
  • Clairaudience/Clairvoyance
    • Starting at 8th level, an Assassin gains the ability to cast Clairaudience/Clairvoyance.

Spells

You’ll need to learn the following spells from an NPC who’s hidden on the isle of Amia (if you meet the required Assassin levels and intelligence!). Note that these "spells" are in widget form and are affected by Arcane Spell Failure where the default assassin spells are not:

Arcane Spell Assassin Levels Required Intelligence Score Required Description
Obscuring Mist 2 11 A misty vapor envelopes the assassin, granting him 20% concealment for 1 turn per Assassin level.
Darkness 4 12 As per the default spell.
Invisibility 6 13 As per the default spell.
Improved Invisibility 8 14 As per the default spell.
Freedom of Movement 8 14 As per the default spell.

Barbarian

The Barbarian is a brute of tremendous, if reckless power, thus their raging feats have been modified to reflect this. The following Rages replace the Normal and Greater rages, and work with the Thundering and Terrifying Rage feats if they are present. Their duration is 5 + CON modifier rounds. The Intensity and Ferocity attacks are set by a widget that must be found in-game.

Modified Feats

Standard Rage

This is the normal Barbarian Rage.

  • +1 Attack per 4 Barbarian levels, capped at +6.
  • +1 Damage per 4 Barbarian levels, capped at +5.
  • +1 Will saves per 8 Barbarian levels, capped at +3.
    • +1 Fortitude save per 8 Barbarian levels, capped at +3.
  • +2 Hit Points per Barbarian level.
  • Penalized -2 to Armor Class. This is voided at Barbarian level 17 and above.

Unyielding Rage

A focused Barbarian rage that channels their fury into raw speed, ignoring wounds as they blitz around the battlefield. [OOC: Available at Level 10 Barbarian.]

  • +1 Regeneration per 4 Barbarian levels.
  • +1 Dodge AC per 6 Barbarian levels, capped at +4 AC.
  • +1 Fortitude save per 8 Barbarian levels, capped at +3.
  • +1 Will save per 8 Barbarian levels, capped at +3.
  • +1 Reflex save per 8 Barbarian levels, capped at +3.
  • +3 Hit Points per Barbarian level.
  • +1 AB per 8 Barbarian levels, capped at +3.

Ferocity Attack

A focused Barbarian rage that sends the barbarian into a true frenzy of whipping blades and destructive might. The price for pure offense however, is a lack of defense. [OOC: Available at Level 15 barbarian.]

  • +1 Attack Per Round, stacks with Haste.
  • +2 Damage per 4 Barbarian levels, capped at +12.
  • +1 Fortitude save per 8 Barbarian levels, capped at +3.
  • 50% percent move speed increase, doesn't stack with Haste.
  • -4 penalty to Dodge Armor Class.
  • +1 Hit Point per Barbarian level.

Mighty Rage

Mighty Rage gives the following benefits

  • +1 Universal Saves/7 Barbarian Levels
  • +5 Vampiric Regen
  • +10 Bonus HP/Barbarian Level.

Thundering Rage

  • This rage imparts your weapon with 1d8 Sonic Damage and On Hit: Stun DC 20.

Terrifying Rage

  • This rage enhances the barbarian with a fear aura, the Will save DC equal to that of their Intimidate skill.

Note that there is a one turn cooldown after raging before you may do so again.

Bard

The Bard can inspire hope where there is none, or he can cheer up a woeful maiden’s heart, or he can even entertain the king and his noble guests.

  1. At Amia the Bard may be awarded special songs by the DMs for showing excellent bardic roleplay, via quests and good overall commitment to the class. Some basic requirements, hints to obtain and information about them are given as follows:
    1. Lich Lyrics: You should have at least 4 levels of Bard. It casts Horrid Wilting as per the default spell. The evil notes of this song may be found in a very secret place within the realm.
    2. Firesong: You should have at least 8 levels of Bard. It casts Incendiary Cloud as per the default spell. This is a DM reward/Needs to be requested.
    3. Stonesong: You should have an above-average Perform skill and at least 4 levels of Bard. It casts Greater Stoneskin as per the default spell. A certain NPC within the realm can teach you this song.
    4. Stormsong: You should have at least 12 levels of Bard. It casts Great Thunderclap as per the default spell. This is a DM reward/Needs to be requested.
    5. Sightsong: You should have at least 15 levels of Bard. It casts True Seeing as per the default Amia spell. This is a DM reward/Needs to be requested.

Blackguard

A blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to blackguards as anti-paladins due to their completely evil nature. A blackguard is an evil villain of the first order, equivalent in power to the righteous paladin, but devoted to the powers of darkness.

At Amia the blackguard can request the Book of Vile Rituals which gives them an upgraded Epic Fiend summon. This is only given to those who show dedication and display excellent roleplay in their class.

Optional Feats

These feats must be taken on a Blackguard level. They are not automatically given as the feats listed below this section are.

  • Extra Turning

As per the default feat.

Automatically-Given Feats

These feats are gained automatically upon leveling and are usable once per day.

  • Aura of Despair

Starting at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet to take a -2 penalty on all saving throws. This is a permanent effect that cannot be dispelled and does not have any accompanying VFX.

  • Eagle's Splendor

Starting at 4rd level, a Blackguard gains the ability to cast Eagle's Splendor.

  • Magic Circle against Good

Starting at 7th level, a Blackguard gains the ability to cast Magic Circle against Good.

  • Divine Favor

Starting at 10th level, a Blackguard gains the ability to cast Divine Favor.

Modified Feats

  • Dark Blessing

The saving throw bonus is capped to Blackguard level (e.g. a level 3 Blackguard would only receive a maximum of +3 saves from Dark Blessing, no matter how high their Charisma modifier is).

Spells

You’re able to learn the following spells from an NPC who’s hidden on the isle of Amia:

Spell Blackguard Levels Required Wisdom Score Required Description
Corrupt Weapon 1 11 The caster corrupts a melee weapon to strike true against good opponents, granting a +1 enhancement bonus and 2d6 negative energy damage vs. good for Turns/Level.
Demon Flesh 1 11 The caster grows the thick, leather flesh of a demon, granting a +1 natural armor bonus to Armor Class for every four caster levels (at least +1, maximum +4)for Turns/Level.
Veil of Shadow 3 12 Swirling wisps of darkness obscure the caster's form, granting a 20% concealment bonus for Turns/Level.
Darkness 5 12 All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision. The creator of the zone of Darkness is able to see as normal.
Deeper Darkness 6 13 This spell functions like Darkness, but with a duration of Turns/Blackguard level.
Abyssal Might 7 13 The caster summons evil energy from the Abyss and is imbued with its might. The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity for Turns/Level.
Unholy Sword 8 14 This spell transforms the caster's melee weapon into a powerful Unholy Avenger, a specially blessed weapon that, when wielded by a Blackguard, acts as a +5 unholy weapon that dispels on hit for Rounds/Level.

Champion of Torm / Divine Champion

Champion of Torm are no longer considered followers of Torm on Amia. Instead, the class has been changed be more general as a Divine Champion. Along with having a free range of deity choices, they are able to be of any alignment, and to meet the prerequisites, any Weapon Focus feat may be taken; they are not restricted to melee weapons.

In addition, Divine Champions do not gain Smite Evil at level 3. In its place, they gain the Purge Infidel feat. Divine Champion levels do still stack for the damage of Smite Evil, even if they do not gain the feat anymore.

Automatically-Given Feats

These feats are gained automatically upon leveling.

  • Purge Infidel

Gained at 3rd level, it gives the Divine Champion the ability to gain bonus damage equal to their class level, for the duration of their Charisma modifer. The bonus damage however, works only against creatures and people who have a different alignment than the purging Divine Champion, against opponents with same alignment as the purger, the Purge Infidel ability does not work.

Druid

The Druid cares and tends the wild forest and it’s animals, but she opposes the infringement of these wilds and the presence of the unnatural.

One Thousand Faces

The One Thousand Faces feat gives you a wider range of animals and humanoid creatures to shift into. In order to learn this, you must have received tutoring from a druid or shifter with this feat. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.

This feat requires 13 druid levels or 7 shifter levels to learn.

Elemental Shape

Elemental Shape is vastly different on Amia.

  • Overview

Elemental Shape has been completely overhauled to have both an increase in power and utility. In addition, there are now three stages of power instead of two. For determining the power of the shape, druid and shifter levels are added together.

They are obtained with the following amount of druid/shifter levels:

Level 16: Elemental Shape Level 20: Greater Elemental Shape Level 25+: Elder Elemental Shape

NB: Shifter AC progression does not apply to these shapes.

  • Elemental Shape Details

Due to the sheer amount of information, the details are contained in a .xls file (openable by Excel or any similar program which deals with spreadsheets). It's a valuable source of information for Druid and Shifter players and a highly recommended read.

The Druid & Shifter Spreadsheet (last updated 05/08/2013)

Spells

These spells are automatically added to the druidic spellbook:

  • Cat's Grace

As per the default spell.

  • Eagle's Splendor

As per the default spell.

  • Endurance

As per the default spell.

  • Fox's Cunning

As per the default spell.

  • Owl's Wisdom

As per the default spell.

  • Flame Weapon

As per the default spell.

  • Magic Weapon

As per the default spell.

  • Greater Magic Weapon

As per the default spell.

Skills

These skills are now added as class skills to the Druid skill list:

  • Spot
  • Listen

Dwarven Defender

Automatically-Given Feats

These feats are gained automatically upon leveling.

  • Resist Poison

Gained at 5th level, as per the default feat.

  • Resist Disease

Gained at 10th level, as per the default feat.

Modified Epic Feats

  • Perfect Health

A Dwarven Defender may take this feat in epic, ignoring the standard prerequisites for the feat (25+ constitution & great fortitude).

Harper Scout / Master Scout

The Harper Scout no longer exists on Amia, and has been replaced by the Master Scout class, a unique 5 level prestige class that blends abilities from the Ranger and the Rogue classes to create the ultimate outdoor survivalist.

Master Scout

"The wilderness is a harsh, unforgiving place of danger and intrigue. Some, however, call this dangerous land their home. They are the Master Scout, a specialist in survival and fortitude. While they retain similarities to other wardens of the wilderness, the Master Scout stands apart in that their skills lie in the navigation itself. In this, they are unparalleled."

  • Hit die: d8
  • Proficiencies: Light armor and simple weapons
  • Skill points: 4 + int modifier
  • Base attack bonus: +3/4 levels
  • Primary saving throw(s): reflex, fortitude
  • Class skills: Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Discipline, Heal, Hide, Listen, Lore, Move Silently, Search, Set Trap, Spot and Tumble

Requirements

  • Feats: Skill focus: Listen, Skill focus: Spot
  • Skills: Craft Trap 2 ranks, Set Trap 2 ranks, Discipline 8 ranks, Spot 2 ranks, Listen 2 ranks, Search 2 ranks and Lore 6 ranks

Abilities

  • Level 1: Dash: Master Scout becomes 10% faster in wilderness areas.
  • Level 2:
    • Craft Survival Gear: Master Scout can craft various tools and items for a gold cost. The items assist in ambushing enemies and in survivability. Through levels, more items become available for crafting.
    • Uncanny Dodge I: As per default feat.
  • Level 3::
    • Battle Fortitude: Master Scout can call on his hardiness and knowledge and receive +1 to all saves per Master Scout level, for 1 hour per Master Scout level.
    • Nature Sense: As per default feat.
  • Level 4: Trackless Step: As per default feat.
  • Level 5: Flawless Stride: Master Scout gains permanent Freedom.

Bonus feats

At level 1 and 5, Master Scout can choose a bonus feat from a set of feats.

  • Bonus feat list: Lightning Reflexes, Great Fortitude, Iron Will, Toughness
  • Epic Bonus feat list: Great Strength, Great Constitution, Great Dexterity, Epic Will, Epic Fortitude, Epic Reflexes, Epic Prowess

Monk

The Monk has complete dominion over her body and can strike with as much power barehanded, if not more, than an armed warrior.

Note: The Monk may purchase robes, boots and gloves designed specifically for many of the renowned deities of the Forgotten Realms. Seek guidance from the Crouching Lemur Monastery.

Monk Skills

The Monk may learn special attacks from various monk NPCs throughout the realms of Amia:

Monk Skill Monk Level Requirement Description
Pain Touch 3 Using a charge of Stunning Fist, a Monk may permanently reduce her foe’s attack by 3 on a successful Touch attack. This effects of this feat won’t stack.
Axiomatic Strike 5 Using a charge of Stunning Fist, a Monk may inflict 1d3 Divine damage per Monk level versus a Chaotic-aligned foe, on a successful Touch attack.
Eagle Claw 8 Using a charge of Stunning Fist, a Monk may inflict Magical damage according to her Wisdom and Dexterity modifier on her foe.
Freeze Lifeblood 10 Using a charge of Stunning Fist, a Monk may paralyze (DC: 10 + Monk level / 2 + WIS modifier) her foe for 3 rounds.
Weakening Touch 12 Using a charge of Stunning Fist, a Monk may permanently reduce her foe’s Strength by 4. The effects of this feat won’t stack.
Ki Shout 16 Once per day, using a charge of Quivering Palm, a Monk may issue forth a powerful shout that stuns her foes if they fail a Will save (DC: 10 + Monk level / 2 + WIS modifier). In addition, she damages all her foes with 1d4 Sonic damage per Monk level (Reflex save for half damage).

Modified Feats

These feats are modified from the default Monk.

  • Monk AC Bonus

The AC bonus is capped to Monk level (e.g. a level 3 Monk would only receive a maximum of +3 AC from their Monk AC Bonus, no matter how high their Wisdom modifier is).

Additionally, this feat is not given until level 3 Monk, and will not function while polymorphed.

Modified Weapons

These weapons are modified especially for monks

  • Quarterstaff

May be used by Monks with full unarmed attack progression and Flurry of Blows applicable, just like a kama.

Paladin

Modified Feats

These feats are modified from the default Paladin.

  • Divine Grace

The saving throw bonus is capped to Paladin level (e.g. a level 3 Paladin would only receive a maximum of +3 saves from Divine Grace, no matter how high their Charisma modifier is).

  • Summon Mount

This feat is disabled on Amia.

Pale Master

The Pale Master is a wickedly evil arcane necromancer.

Caster Level

Pale master levels are counted toward the caster's level when casting spells of the Necromancy school, provided they are arcane in origin (divine-only spells are not affected by this). This includes damage, duration and casting level for the purposes of piercing spell resistance, though due to engine limitations, monk spell resistance is not affected.

Undead Grafts

In Amia, the Pale Master has access to an extended selection of undead grafts in order to strengthen their deathless arts.

Undead Graft Pale master Level Requirement Description
Paralyzing Touch 6 Paralysis on melee touch attack. Fortitude Save at DC 10 + INT mod + PM level, with a duration of round/Pale master level.
Weakening Touch 6 1d6 STR damage on melee touch attack, Fortitude Save at DC 10 + int mod + PM level. Lasts 1 hour/Pale master level.
Degenerative Touch 7 Level Drain of 1 level on melee touch attack, Fortitude Save at DC 10 + int mod + PM level. Lasts 1 hour/Pale master level.
Commanding Touch 8 As "Control Undead" on melee touch attack, with caster level (wizard + sorcerer + PM levels), lasting for (wizard + sorcerer + PM level) rounds. Will Save at DC 10 + int mod + PM level.
Destructive Touch 9 1d6 CON damage on melee touch attack, Fortitude Save at DC 10 + int mod + PM level, successful save negates CON damage. Lasts 1 hour/Pale master level.
Deathless Touch 10 Death on melee touch attack. Fortitude Save at DC 10 + INT mod + PM level.

Spells

  • The Palemaster’s summons have been given an upgrade. Look here for details for the upgrade.

Purple Dragon Knight / Knight Commander

The Purple Dragon Knight no longer exists on Amia, and has been replaced by the Knight Commander class; a party support specialist whose abilities focus on increasing ally strength and weakening enemies via auras. As with Purple Dragon Knight, the maximum level for this class is 5.

Knight Commander

"Whether it is leading the charge on a group of regal knights or cutting down fleeing victims, the Knight Commander stands forefront with a mastery over leadership, co-ordination and discipline. The Knight Commander is a shining example of why a handful of well-organised soldiers can best an army of rabble, gaining abilities to bolster his troops and control the battlefield with expert prowess. While such commanders come from many walks of life, all possess natural talent at direction and tactical supremacy."

  • Hit die: d10
  • Profiencies: All types of armor, shields, simple and martial weapons
  • Skill points': 2 + int modifier
  • Base attack bonus: +1 levels
  • Primary saving throw(s): will, fortitude
  • Class skills: Concentration, Craft Armor, Craft Weapon, Craft Trap, Discipline, Heal, Listen, Lore, Parry, Persuade, Ride and Taunt

Requirements

  • Feats: Skill focus: Discipline, Toughness
  • Skills: Persuade 4 ranks, Taunt 4 ranks, Discipline 8 ranks and Lore 4 ranks

Abilities

  • Level 1::
    • Barricade of Swords: Defensive Aura: Barricade of Swords creates a damage shield around all allies within the aura and allows them to shrug off a minor amount of physical damage. The shields damage is 1d10 slashing damage, +2 per Knight Commander level, +1 per Charisma modifier, to a maximum of Knight Commander level. They also gain 5% damage immunity to bludgeoning, piercing and slashing damage, +1% per Charisma modifier, to a maximum of Knight Commander level.
    • Entreatment: Ability which can be used once per Knight Commander level. If they fail a Will save versus the Knight Commander's Taunt, the enemies change targets to instead attack the Knight Commander. Where used against other player characters, this feat simply causes the target to break their action queue and become flat-footed. Enemies failing their Will save are also inflicted with a -2 Attack Bonus penalty for five rounds.
    • Stand down: This is an unlimited feat which allows the Knight Commander to dismiss all of their auras instantly.
  • Level 2:
    • Bulwark of Vigilance: Offensive Aura: Upon entering this aura, enemies lose 8% movement speed per Knight Commander level, and receive a -5 Tumble penalty multiplied by their Charisma modifier, to a maximum of Knight Commander level. The Tumble decrease does not lower AC.
  • Level 3::
    • Medicant: Defensive Aura: All allies within this aura gain +2 regenation, which improves to +3 at 5th Knight Commander level. Allies also gain +5 Heal skill per Charisma modifier, to a maximum of Knight Commander level.
  • Level 4::
    • Ordnance Support: Offensive Aura: All enemies within this aura suffer a 3% immunity decrease to acid/cold/fire/sonic/electricity per Knight Commander level. Additionally all enemies gain -2 penalty to their spell resistance per Charisma modifier, to a maximum of Knight Commander level.
  • Level 5::
    • Vehement Charge: Defensive Aura: All allies within this aura gain immunity to blindness, charm, confusion, deafness, fear, daze, sleep, slow and stun. Allies also gain 3% movement speed increase per per Charisma modifier, to a maximum of Knight Commander level. This aura also inflicts a penalty of -10 discipline to all allies.
    • Shield Ally: Knight Commander can shield one ally within 20 foot, giving him +4 dodge AC, while doing so the Knight Commander receives -4 to his attack. This ability can be used unlimited times per day, the Knight Commander cannot use it on himself.

NOTE: You can only have one defensive and one offensive aura active at the same time. All defensive auras have a radius of 30 foot, while offensive auras have a radius of 10 foot.

Dragon Disciple

Dragon Heritage

The RDD is not limited to merely red on Amia. All chromatics may be chosen (red, blue, green, black and white), all metallics may be chosen (gold, silver, bronze, brass and copper), along with the planar dragon choice of shadow. This choice affects the disciple's wing color, immunity and breath type. In order to choose a dragon type, a DM must be asked to grant the benefit. Note that a DM does not have to grant this perk, especially if a PC wildly differs from the established canon details of that dragon type.

Modified Feats

These feats are modified from the default Red Dragon Disciple.

  • Draconic Armor

This feat gives a maximum of +2 AC, rather than +4. Note that an epic RDD still receives the bonus +1 AC at level 15 and 20, meaning that a level 20 RDD would receive a bonus of +4 AC altogether.

  • Draconic Abilities

This feat gives a maximum of +4 Strength, rather than +8.

  • Draconic Breath

This ability allows the RDD to breathe a cone of energy, 20-feet long, dealing 1d10 damage per RDD level; Reflex Save DC 10 + RDD Level + Constitution modifier, for half damage. This may be used an unlimited amount of times per day, but has a cool-down between each use.

The base cool-down is 5 turns (or 300 seconds). For every 2 points into Constitution beyond 10, the cool-down is decreased by 10 seconds. For example, a Dragon Disciple with 20 Constitution has a cool-down of 250 seconds. A Dragon Disciple with 30 Constitution has a cool-down of 200 seconds. Note that it is the final Constitution after equipment and spells, not base Constitution.

  • Immunity to Fire

Instead of a 100% immunity to fire, the RDD now receives a 50% immunity to the elemental type appropriate to their dragon color.

Shifter

The Shifter can take many shapes and forms, and could very well make the ideal spy.

Complete Overhaul

The Amian Shifter is completely overhauled from the base Shifter class. Every form in the entire game has been changed and modified to bring it more in line with the rest of the classes in the game. The changes are extensive and exhaustive. All pre epic forms now have an epic variety obtained as you level higher into the Shifter class into epic. Gloves/Bracers also now merge into appropriate forms, unlike vanilla NWN.

  • AC Progression

Shifters gain a unique bonus AC progression which applies when shapeshifted. Note that certain forms may have additional AC on top of what Shifter levels provide. At level 20 Shifter, a total bonus of +28 AC is gained when shifted.

Shifter Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Armor 0 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5
Deflection 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5
Dodge 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5
Natural 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5
Shield 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 8 8 8


  • Ability Overwriting

If a Shifter shifts into a form with a physical ability higher than their own (for instance, a Shifter with 12 Strength shifts into Drow with 20 Strength), then the higher value will overwrite. This works in reverse, too: if a Shifter with 24 Strength shifts into Drow with 20 Strength, then their Strength would remain at 24 as it is the superior amount.

  • DC Calculations and Spells

DCs on Shifter abilities are calculated from a unique formula: 10 + 1/2 of Shifter Level + Wisdom Modifier. In cases where an ability has a duration, it is calculated as Druid + Shifter level. For abilities which have a scaling damage amount, the amount is again calculated as Druid + Shifter level.

Note that metamagic feats do not work on Shifter spells, and Expertise/Improved Expertise cannot be used on Shifter abilities nor spells.

  • Epic Form Progression

There is an epic version of every non-feat obtained form. Epic forms will usually have increased damage over non-epic forms, or have access to a further range of abilities.

They are obtained with the following amount of Shifter levels:

Shifter Level 11: Epic Greater Wildshape I
Shifter Level 13: Epic Greater Wildshape II
Shifter Level 15: Epic Greater Wildshape III
Shifter Level 17: Epic Humanoid Shape
Shifter Level 19: Epic Greater Wildshape IV
  • Item Merging

All shapes now merge every equipment slot, with the exception of wyrmlings and dragons: they only merge armor. See here for an explanation of item merging (though, of course, the list of which forms merge what contained on that link does not apply on Amia).

  • Shifter Shape Details

Due to the sheer amount of information, the details are contained in a xls file (openable by Excel or any similar program which deals with spreadsheets). It's a valuable source of information for Shifter players.

The Druid & Shifter Spreadsheet (last updated 05/08/2013). This information can also be found on the wiki on this page.

Additional Forms

The shifter may learn a few special shapes over and above the default selection. The wands to access these can be found within the realms, with the exception of Faerie Dragon, Mummy and Succubus forms, which can only be obtained at the DM’s discretion for excellent roleplay in this PrC.

  • Goblin Mage: Requires 1 level of Shifter.
  • Faerie Dragon: Requires 3 levels of Shifter; DM given.
  • Faerie: Requires 12 levels of Druid or 4 levels of Shifter.
  • Ettercap: Requires 5 levels of Shifter.
  • Nymph: Requires 5 levels of Shifter or 16 druid levels.
  • Mummy: Requires 7 levels of Shifter, DM given.
  • Succubus: Requires 9 levels of Shifter; DM given.

Automatically-Given Feats

These feats are gained automatically upon leveling.

  • Wild Shape 4x day: Gained at 7th level, as per the default feat.
  • Wild Shape 5x day: Gained at 13th level, as per the default feat.
  • Elemental Shape: Gained at 14th level, as per the default feat.
  • Elemental Shape 2x day: Gained at 15th level, as per the default feat.
  • Wild Shape 6x day: Gained at 16th level, as per the default feat.
  • Elemental Shape 3x day: Gained at 17th level, as per the default feat.
  • Improved Elemental Shape: Gained at 18th level, as per the default feat.
  • Infinite Wild Shape: Gained at 19th level, as per the default feat.
  • Infinite Elemental Shape: Gained at 20th level, as per the default feat.

Skills

The following skill has been added to the Shifter class skill list:

  • Move Silently

One Thousand Faces

A Thousand Faces feat gives you a wider range of animals and humanoid creatures to shift into. In order to learn this, you must have received tutoring from a druid or shifter with this feat. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.

This feat requires 13 druid levels or 7 shifter levels to learn.

Shadowdancer

The Shadowdancer slips between the shadows and can fade from sight as if by magic.

Modified Feats

These feats are modified from the default Shadowdancer.

  • Hide in Plain Sight

There is a cool-down on Hide in Plain Sight. When stealth mode is deactivated, Hide in Plain Sight will not function for another six seconds. Do note that only Hide in Plain Sight is affected - a character may still enter Stealth Mode during this cool-down time.

This feat is gained at level 6, rather than level 1.

  • Shadow Daze

Instead of being 1 use per day, Shadow Daze has been changed to instead work from a cool-down dependent on Shadowdancer level.

The base cool-down is 5 turns (or 300 seconds). For every Shadowdancer level past 5, the cool-down is decreased by 3 rounds (or 18 seconds). For example, a level 10 Shadowdancer has a cool-down of 210 seconds. A level 20 Shadowdancer has a cool-down of 30 seconds.

  • Shadow Evade

This feat's duration has been changed to 1 round per Shadowdancer level, rather than a flat 5 rounds.

Shadow Jump

The following two supernatural abilities have been added to Shadowdancer’s repertoire:

  • Lesser Shadowjump

This will enable you to teleport from shadow to shadow, four times per day. You must have at least 4 SD levels and received tutoring from a fellow Shadowdancer of level 10 or above. You may request the feat to use this ability from the DMs after sufficient training with your tutor has been done.

  • Greater Shadowjump

This will enable you to teleport from shadow to shadow, ten times per day. You must have at least 10 SD levels and the feat to use this ability may be requested from the DMs, at their discretion.