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Privateer
Darin C. (guest) 29 Apr 2014 04:18
in discussion Custom Content / Requests » Privateer

Bandit, pirate, bounty hunter or even fortune hunter, no matter what you call yourself in simplest terms you are a privateer. The fighting skill of a fighter combined with the mind of a savvy merchant. You do not care about power or fame; you are in this for one reason money. For you adventuring in not about the quest, adventuring is your business.

Hit Dice: 8
Base Hit Bonus: High
Saves: Fort: High, Ref: Low, Will: Low
Skill Points: 4 Level
Class Skills: Appraise, Bluff, Craft Weapon, Diplomacy, Lore, Parry, Search, Tumble and Taunt
Starting Feats: Armor (Light & Medium), Simple and Martial Weapons, Shield Proficiency and Merchant Savvy

2nd Level: Combat Expertise
4th Level: Privateer Reflexes +1 and Expert Tactician
5th Level: Expert Haggler, Privateer Taunting and Choice of Skill Focus Feat
7th Level: Inspiring Leadership
8th Level: Improved Parry and Privateer Reflexes +2
10th Level: Choice of a Skill Focus Feat
12th Level: Improved Combat Expertise and Privateer Reflexes +3
13th Level: Non-verbal Taunting
14th Level: Slippery Mind
15th Level: Choice of Skill Focus Feat
16th Level: Privateer Reflexes +4
18th Level: Defensive Roll
20th Level: Privateer Reflexes +5 and Choice of Skill Focus Feat

Merchant Savvy: At 1st level Privateers gain a +2 to their appraise and bluff skill checks.
Combat Expertise: Same as the NWN2 feat of the same name. No prerequisites needed.
Privateer Reflexes: Every 4 levels a Privateer gains a +1 to their reflex saving throws while they are wearing medium or lighter armor.
Expert Tactician: Same as the NWN2 feat of the same name. No prerequisites needed.
Expert Haggler: Privateers gain a 10% discount from merchants similar to the Shadow Thief of Amn Reputation Feat.
Privateer Taunting: Privateers are masters at taunting others in combat. They gain an effective +3 to their taunting skill and can add their Charisma Modifier to their armor class when fighting taunted opponents regardless of who taunted them. All other rules on taunting are the same as the skill of the same name.
Skill Focus Feats: Groups employ privateers because of their skills that they add to a party. For this reason a privateer may choose a Skill Focus Feat (as the Feat of the same name) once for every five levels they attain.
Inspiring Leadership: Privateers are natural charismatic leaders and at 7th level gain the ability of immune to fear. They also inspire all of their allies within 10’ft. of them giving them an effective +4 to their fear saving throws. This Feat is similar to a paladin’s Aura of Courage Feat in all aspects except its name.
Improved Parry: Same as the NWN2 feat of the same name. No prerequisites needed.
Improved Combat Expertise: Same as the NWN2 feat of the same name. No prerequisites needed.
Non-verbal Taunting: At 13th level the privateer gains the ability to use his or her taunting abilities even while silenced.
Slippery Mind: Same as the NWN2 feat of the same name. No prerequisites needed.
Defensive Roll: Same as the NWN2 feat of the same name. No prerequisites needed.

Privateer by Darin C. (guest), 29 Apr 2014 04:18
Slime Lord
Ozly the Warlock (guest) 26 May 2012 04:01
in discussion Custom Content / Requests » Slime Lord

I feel this class (as well as other Drow specific classes) will add flavor to server that allow everyones favorite underground dwelling elves. It requires skill in disguise but could easily be replaced by Hide. It lacks the ability for spell progression making it a less tempting class for Spell casters, but well suited for melee oriented characters. But in my opinion the role play value could still be worth it to some for both individual characters and plots.

Slime Lord by Ozly the Warlock (guest), 26 May 2012 04:01
Devil Hunter
Greg (guest) 15 Jul 2011 17:49
in discussion Custom Content / Requests » Devil Hunter

Could you create this class from scratch? Preferably with stats sort of like a ranger's, and able to use magic. Its completely up to you, I just got tired of trying to make a class.

Devil Hunter by Greg (guest), 15 Jul 2011 17:49

my bad, the glare of the pit is the two fiery rays from the eyes, and fiendish glare is the stunning attack

Re: request: Acolyte of the skin by dan (guest), 02 Jan 2009 01:58

per complete arcane, flame resistant is only 10, as with the cold resistance. the fiendish glares dc is 10 + acolyte of the skins class level + cha modifier. glare of the pit, the target is shaken ( no save), the will save then taken (dc 10 + acolytes class level + cha modifier) to see whether or not the victim is stunned, 50 hp or less 10 rounds, 51-100 3 rounds, 101-150 2 rounds, 151+ 1 round. summon fiend ability is 100% chance, once per day, can summon either a babau or a chained devil according the the nature of the skin. the summoned fiend cannot used its innate summoning abilities, if any the fiend returns to it's home plane in 1 hour. fiendish symbiosis, its type changes to outsider, and gains DR 10/good. unlike other outsiders, the character can be raised. poison dc is 14 + primary spellcasting modifier. I dont know if your using 3.0 or what but this was per 3.5 complete arcane.

Re: request: Acolyte of the skin by dan (guest), 02 Jan 2009 01:55

First off, fantastic work here! I'm new to NWN2 Mod community so bare with me. I see mention in other posts on the Vault about Swash's IStrike INT bonus going away after 1 hit and I am experiencing this as well. It does does successfully add the INT bonus on a +1 weapon as well. Anyone have any suggestions on how to fix this? I've d/l'd and installed the following in this order:
Dracos_CAP__override_dialog.tlk.zip
insightfulstrike_fix.zip

Not a programmer but I attempted to edit the IStrike's NSS file to change the DURATION to PERMANENT instead of TEMPORARY but that didn't seem to fix. Thanks in advance for any feedback.

Taudruw

http://nwn2forums.bioware.com/forums/myviewtopic.html?topic=596385&forum=115

My idea, it's a similar idea of the Dragon Disciple, but it's more focused on DEX/WIS than STR/CON, poisonous melee attacks instead of breath attack. It gets Fort/Reflex instead of Fort/Will.

I'd like to learn how to make my own PrC, but I'm having trouble finding an up-to-date tutorial on how to start for NWN2 (also MotB).

Does anyone have any references?

I'll look at getting some info up for soulknife, cerebremancer, metamind, pyrokineticist, foe hunter, alienist, and true necro in the future.

Re: Psionics by Anonymous (70.58.138.x), 04 Nov 2007 15:32

Psion

3d4x10 starting gp

Abilities: Intelligence is a psion's primary attribute
Alignment: Any
Hit Die: d4
Skill Points at 1st lvl: (2 + Int mod) x 4
Each additional lvl: 2 + Int mod
Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int). In addition gains access to additional class skills based on his/her disciple:

Seer (Clairsentience): Gather Info (Cha), Listen (Wis), and Spot (Wis)
Shaper (Metacreativity): Bluff (Cha), Disguise (Cha) and Use Psionic Device (Cha)
Kineticist (Psykokinesis): Autohypnosis (Wis), Disable Device (Dex), and Intimidate (Cha)
Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex), and Heal (Wis)
Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str)
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Info (Cha), and Sense Motive (Wis)

Weapon and Armor Proficiency: club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. No armor or shields (armor does not however, interfere with the manifestation of powers)
Power Points/Day: A psions ability to manifst is limited by the power points he has available. (numbers in table below can be increased by bns power points from high int, race, as may certain feats and items)
Discipline: Must choose a discipline at 1st lvl
Powers Known: Choose powers from psion power list or discipline list. Learning powers from other disciplines is restricted (exception: expanded knowledge and epic expanded knowledge feats) ((note, psions cant use psionic items from restricted disciplines))
Max Power lvl known: Int of 10 + the power's lvl
Bns Feats: Gains a bns feat at 1st, 5th, 10th, 15th, and 20th. Must be a psionic, metapsionic, or a psionic item creation feat

Level BaB Fort Ref Will Special Power Points/Day Powers Known Max Power Level Known
1 0 0 0 2 Bns feat, discipline 2 3 1
2 1 0 0 3 - 6 5 1
3 1 1 1 3 - 11 7 2
4 2 1 1 4 - 17 9 2
5 2 1 1 4 bns feat 25 11 3
6 3 2 2 5 - 35 13 3
7 3 2 2 5 - 46 15 4
8 4 2 2 6 - 58 17 4
9 4 3 3 6 - 72 19 5
10 5 3 3 7 bns feat 88 21 5
11 5 3 3 7 - 106 22 6
12 6/1 4 4 8 - 126 24 6
13 6/1 4 4 8 - 147 25 7
14 7/2 4 4 9 - 170 27 7
15 7/2 5 5 9 bns feat 195 28 8
16 8/3 5 5 10 - 221 30 8
17 8/3 5 5 10 - 250 31 9
18 9/4 6 6 11 - 280 33 9
19 9/4 6 6 11 - 311 34 9
20 10/5 6 6 12 bns feat 343 36 9
Re: Psionics by Anonymous (70.58.138.x), 04 Nov 2007 15:17

A Psion's Disciplines

Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper's command.

Psychokinesis: Psions who specialize in psychokinesis are know as kineticists. They are masters of powers that manipulate and transform matter and energy. Kineticists can attact with devestating blasts of energy.

Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.

Psychoportation: A psion who relies of psychoportation powers is know as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Re: Psionics by Anonymous (70.58.138.x), 04 Nov 2007 14:50

Bonus Power Points

Calc: Key ability modifier x your manifester lvl x 1/2

Ability - - - - - - - - Bonus Power Points by Class Level - - - - - -
Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
10-11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12-13 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
14-15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16-17 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30
18-19 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
20-21 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50
22-23 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60
24-25 3 7 10 14 17 21 24 28 31 35 38 42 45 49 52 56 59 63 66 70
26-27 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80
28-29 4 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72 76 81 85 90
30-31 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
32-33 5 11 16 22 27 33 38 44 49 55 60 66 71 77 82 88 93 99 104 110
34-35 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120
36-37 6 13 19 26 32 39 45 52 58 65 71 78 84 91 97 104 110 117 123 130
38-39 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126 133 140
40-41 7 15 22 30 37 45 52 60 67 75 82 90 97 105 112 120 127 135 142 150
Psionics by Anonymous (70.58.138.x), 04 Nov 2007 14:09

Hey Draco, im just wondering if you had any plans to impliment the psionic classes any time soon? I noticed them on your request list is all.

Currently im working on a PW called Coldshadows and our major race for the world is the Illithid. Im interested in using your work once we have something serious built but if we could implement psionic classes with them, it would be great.

Im not in any way asking you to work on them next, just a rough idea for when they could be done if you are actually serious about building them.

Cheers.

Psionics by Skipper644Skipper644, 03 Nov 2007 08:12

Draco, I am a big fan of what you are doing with regards to your Warlock Buddy. I seem to be running into a problem when I toggle "Flee the Scene"- no extra attack! Maybe a problem in the .ncs file, since everything else is just cut-and-paste of the the original script?

Thanks for looking into this!

not to rain on parades, but this prc has a 3.5 refit in complete arcane.

sorry to say dont own that book……

Yep, Acolyte looks like a fun class to do. And it's actually an Arcane PRC which warlocks can use as well (rare) :)

I'll add it to the list of requests.

Re: request: Acolyte of the skin by DracoDraco, 22 Oct 2007 14:21

Wear Fiend (Su): An acolyte of the skin summons the essence of a fiend to himself and wears it like a second skin. The Ritual of Bonding is painful and not be undertaken lightly. The ritual requires 10 rounds from initi­ation to completion, and once begun, nothing can halt its progress. The fiendish essence subsumes the caster's own skin, an agoniz­ing process that deals 1d4 points of damage each round of the ritual—wise candidates keep some cure potions on hand.
At the end of the rite, the acolyte's skin sports an oily, almost unnoticeable sheen. However, as he gains addi­tional levels of the prestige class, his skin darkens, sprouts spikes, and gradually gives the wearer a fiend­ish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer may accept or ignore this advice according to his temperament.)
The bonded fiendish skin is for all intents and purposes the character's own. It grants the acolyte of the skin a + 1 natural armor bo­nus, a+ 2 inherent modifier to Dexter­ity, 60-foot dark­vision, and the spell-like ability poi­son once per day as cast by a 16th-level caster.

This is a prestige class for arcane caracters (Warlock, Wizard, Sorcerer and alike). It can be done, using already existing nwn2 classes (Shadowdancer for gase attack and so on).

The description can be found in Tome & Blood:

The ACOLYTE OF THE SKIN

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1 +0 +2 +0 +2 Wear fiend
2 +1 +3 +0 +3 Flame resistant + 1 level of existing class
3 +1 +3 +1 +3 Fiendish glare
4 +2 +4 +1 +4 Fiendish knowledge + 1 level of existing class
5 +2 +4 +1 +4 Skin adaptation
6 +3 +5 +2 +5 Cold resistant + 1 level of existing class
7 +3 +5 +2 +5 Glare of the Pit
8 +4 +6 +2 +6 Fiendish knowledge + 1 level of existing class
9 +4 +6 +3 +6 Summon fiend
10 +5 +7 +3 +7 Symbiosis + 1 level of existing class

Wear Fiend (Su): An acolyte of the skin summons the essence of a fiend to himself and wears it like a second skin. The Ritual of Bonding is painful and not be undertaken lightly. The ritual requires 10 rounds from initiation to completion, and once begun, nothing can halt its progress. The fiendish essence subsumes the caster's own skin, an agonizing process that deals 1d4 points of damage each round of the ritual—wise candidates keep some cure potions on hand.
At the end of the rite, the acolyte's skin sports an oily, almost unnoticeable sheen. However, as he gains additional levels of the prestige class, his skin darkens, sprouts spikes, and gradually gives the wearer a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer may accept or ignore this advice according to his temperament.)
The bonded fiendish skin is for all intents and purposes the character's own. It grants the acolyte of the skin a + 1 natural armor bonus, a+ 2 inherent modifier to Dexterity, 60-foot darkvision, and the spell-like ability poison once per day as cast by a 16th-level caster.
Flame Resistant (Ex):
At 2nd level, the fiendish skin binds tighter, granting the acolyte fire resistance 20.
Fiendish Glare (Su):
At 3rd level, the acolyte of the skin gains the supernatu­ral ability to unnerve op­ponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolyte's eye. Glaring is a standard action that affects any creature he can see within 100 feet. Opponents must succeed at a Will save (DC 20) or be appalled by the terrible promise of retribution in the acolyte's eyes, suffering a -2 morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes. A creature with 50 or fewer hit points is also stunned for 3d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, and one with 101 to 150 hit points is stunned for 1d4 rounds. A creature with 151 hit points or more is not stunned but still suffers the -2 morale penalty if it fails its saving throw.
Fiendish Knowledge: The fiendish skin whispers promises of great power, and to prove it, reveals a hitherto unknown ability At 4th and 8th level, the acolyte chooses a bonus feat for which he already meets the prerequisites.
Skin Adaptation (Su): By 5th level, skin and wearer have grown more comfortable together, as if they had never been separate. The natural armor bonus granted by the fiendish skin increases to+ 2, the acolyte's darkvision improves to a 120-foot range, and he can now use poison twice per day as cast by a 16th-level caster. In addition, the acolyte gains an inherent+ 2 modifier to Constitution.
Cold Resistant (Ex): At 6th level, the fiendish skin confers cold resistance 20.
Glare of the Pit (Su): At 7th level, the acolyte gains the supernatural ability to produce fiery rays from his eyes. Once per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. He may aim both at one target, or one each at two different targets, by making a ranged touch attack. A ray that hits the target deals 8d6 points of fire damage. If both rays hit the same target, the damage is 16d6.
Summon fiend (Sp): At 9th level, the acolyte learns to draw on another power of his fiendish skin. If the skin is demonic, once per day he can attempt to summon a vrock with a 35% chance of success; if devilish, once per day he can attempt to summon a gelugon with a 35% chance of success. The summoned creatures do the acolyte's bidding but automatically return whence they came after 1 hour. A fiend that has just been summoned cannot use its own summon ability for 1 hour. At the DM's discretion, using this power leaves the acolyte beholden to the summoned fiend.
Symbiosis: At 10th level, the fiendish skin and the acolyte are one, and only final death can separate them. His type changes to "outsider," which means (among other things) that he is no longer affected by spells that specifically target humanoids, such as charm person, but he can be hedged out by a magic circle spell against his alignment. Additionally, the acolyte gains damage reduc­tion 20/+ 1.

Epic progression can be found here http://www.wizards.com/default.asp?x=dnd/ei/20021208a

request: Acolyte of the skin by aristeyaristey, 22 Oct 2007 05:32
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