Class Changes

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Class Changes

Post by Unreliable Narrator on Thu Nov 12, 2015 3:04 pm

This thread contains a list of all mechanical changes made to character classes in Andrune. Some will be explicitly detailed, others will be for the player to discover.



Last edited by Unreliable Narrator on Tue Jan 05, 2016 1:04 am; edited 5 times in total
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Re: Class Changes

Post by Unreliable Narrator on Thu Nov 12, 2015 3:12 pm

Barbarian

Barbarians can choose from several unique rages via the Craft Menu:

Damage Resistance (Passive)
The Barbarians gains Physical Resistance 1/- starting at 1st level. This increases to 2/- at 4th level, 3/- at 7th level, and 4/- at 10th level.

Barbarian (Standard)
Barbarians are primitive warriors or self-taught thugs. They rely on brute force and low-cunning to prevail. Rage grants +4 Strength, +4 Constitution, +2 Will, and -2 AC.

Beastling
The werewolf's curse can linger even with treatment. The afflicted won't lose their mind to bloodlust, but find life in civilized society impossible all the same. Rage grants Wolf Shape for an extended period.

Chosen
Born under strange omens or to old bloodlines, great destinies lie ahead of some men. Ancestral spirits grant them protection from curses and magic. Rage grants +2 Strength, 10 + (Barbarian Level) Spell Resistance, and -2 AC.

Lifedrinker
The strong eat the weak. Lifedrinkers live and fight by this mantra, sustained by an otherworldly craving for blood. Rage grants +4 Strength, +1 Necrotic Damage, +4 Vampiric Regeneration, and -2 AC.

Mountain King
You've roamed glaciers and mountaintops where day-to-day survival was an ordeal. The will to conquer, be it savage lands or great beasts, runs through your blood. Rage grants +2 Strength, +1 Cold Damage, DC 15 Freeze-On-Hit, and -2 AC.


Last edited by Unreliable Narrator on Fri Dec 18, 2015 1:38 am; edited 4 times in total
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Re: Class Changes

Post by Unreliable Narrator on Thu Nov 12, 2015 3:24 pm

Bard

Bards in Andrune have undergone a number of changes. namely the addition of unique and collectible songs. A small number of them (but not all) have been listed below:

Armored Spellcaster
When a Bard rests in light armor, that armor will no longer cause spell failure. At 6th level this bonus extends to medium armor.

Ballad of Banality
Perform (DC 15) grants 18 Spell Resistance for the duration of the song.

Changeling Chant
Perform (DC 10) grants +1 Acid Damage and +2 Regeneration for the duration of the song.

Leeching Limerick
Perform (DC 10) grants +1 Necrotic Damage and +4 Vampiric Regeneration for the duration of the song.

Salt Raider's Shanty
Perform (DC 10) grants +1 Electrical Damage and +20% Movement Speed for the duration of the song.

Shepherd Boy's Hymn
Perform (DC 15) grants Damage Reduction 5/+1 for the duration of the song.


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Re: Class Changes

Post by Unreliable Narrator on Thu Nov 12, 2015 10:28 pm

Druid

Nnew wild shapes have been given to druids, accessible via the Craft Menu or chat commands:

Wildshape I (Requires 5th level)
5th level: Badger, Bear, Bison, Boar, Crocodile, Dire Badger, Dire Wolf, Dire Boar, Chicken, Giant Spider, Raven, Panther, Stag, Wolf

Wildshape II (Requires 7th level, Greater Spell Focus Transmutation)
Dread Wolf, Elder Bear, Saber Cat, Wyvern


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Re: Class Changes

Post by Unreliable Narrator on Fri Nov 20, 2015 8:35 pm

Ranger

Rangers can choose from several unique kits via the Craft Menu:

Endurance (Passive)
The Ranger gains a 10% Movement Speed bonus at 1st level. This is does not stack with Barbarian and Monk speed bonuses.

Beastmaster
From an early age you've played in kennels, wrestled with bears, and wrangled alligators. All in good fun. You have a knack for animals' subtle tics and body language, and are a gifted trainer for it. Level 1: Animal Companion gains +2/+2/+1 Strength, Dexterity, and Armor; Level 4: Gain +4 Animal Empathy and +2 Armor; Level 7: Animal companion improves by +6/+6/+3. Use /ranger to summon your Animal Companion at 1st level, and resummon it at 6th level.

Note: A DM must temporarily increase your level to 6th in order to choose an Animal Companion, then remove the extra levels. Otherwise it will default to a hound.

Marksman
Most country folk can bring down game with a bow, but you’ve turned it into an art form. A precise-shot by your hand is worth more than a battalion of archers. Level 1: Gain +1 divine arrows each reset; Level 4: Gain Dodge and Mobility; Level 7: Gain +3 divine arrows each reset. Use /ranger to grant your bow +2 Attack and gain +50% Movement Speed for 60 seconds.

Stalker
You’ve slept in bushes. You’ve coated yourself in mud. You’ve sat for silent days in treetops, watching and waiting, all in preparation for a killing blow. Level 1: Gain +1d6 sneak attack; Level 4: Gain 15% concealment; Level 7: Gain +2d6 sneak attack. Use /ranger to gain invisibility for 1 minute.

Wild Huntsman
Most men hunt for food and coin, but most men do not serve the mysterious faerie courts. You've been tasked with hunting fantastic and otherworldly quarry to fulfill their whims: locks of hair from highborn children, hearts from wizads' black cats, and seventh sons of seventh sons delivered alive. In exchange you've been granted eldritch boons. Level 1: Gain +2 Will, +2 Appraise, +2 Bluff, and +2 Persuade; Level 4: Gain 5 + (Ranger Level) Spell Resistance; Level 7: Gain a random fey boon each reset. Use /ranger to shift to the Otherworld, gaining damage reduction and see invisibility for 1 minute.
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Re: Class Changes

Post by Unreliable Narrator on Mon Jan 04, 2016 11:45 pm

Prestige Classes

Many prestiges classes from Neverwinter Nights have been altered for low-level play. Requirements have been reduced and abilities have been condensed to fit 5-level progressions.

Shifter and Shadow Dancer have been removed. Shifter is considered unsuitable as a druid multiclass, but numerous Polymorph and Wildshape options are available in its place. Shadowdancer is poorly balanced for Neverwinter Nights.

Arcane Archer

Requirements
Base Attack Bonus: +3
Feats: Weapon Focus (longbow or shortbow), Point Blank Shot

Progression
Level 1: Enchant Arrow +1
Level 2: Imbue Arrow
Level 3: Enchant Arrow +2
Level 4: Seeker Arrow
Level 5: Enchant Arrow +3

Assassin

Skill Points: 6 + Intelligence Modifier

Requirements
Alignment: Evil
Skills: Hide 6 ranks, Move Silently 6 ranks

Progression
Level 1: Death Attack +1d6, Invisibility, Use Poison
Level 2: Ghostly Visage, Resist Poison +1, Uncanny Dodge I
Level 3: Death Attack +2d6, Darkness
Level 4: Resist Poison +2
Level 5: Death Attack +3d6, Improved Invisibility

Blackguard

Requirements
Alignment: Evil
Base Attack Bonus: +3
Feats: Cleave
Skills: Hide 3 ranks

Progression
Level 1: Use Poison
Level 2: Bull's Strength, Dark Blessing, Smite Good
Level 3: Create Undead, Turn Undead
Level 4: Sneak Attack +1d6
Level 5: Summon Fiend

Divine Champion

Divine Champions may choose to represent any god with a martial focus.

Requirements
Alignment: Any
Base Attack Bonus: +3
Feats: Weapon Focus (any melee weapon)

Progression
Level 1: Lay on Hands
Level 2: Bonus Feat, Sacred Defense +1
Level 3: Smite Evil
Level 4: Bonus Feat, Sacred Defense +2
Level 5: Divine Wrath

Dragon Disciple

Dragon Disciples may represent a dragon of any sort. A DM is required to alter your appearance to the appropriate color.

Hit Dice: d12

Requirements
Skills: Lore 6 ranks
Spellcasting: Able to cast arcane spells

Progression
Level 1: Draconic Armor +1
Level 2: Strength +2
Level 3: Dragon Breath 2d10
Level 4: Strength +2
Level 5: Darkvision, Draconic Armor +2, Draconic Wings, Immunity to Sleep, Immunity to Paralysis

Pale Master

Requirements
Alignment: Non-good
Skills: Lore 6 ranks
Spellcasting: Has attained 3rd level in a class able to cast arcane spells

Progression
Level 1: Bone Skin +2, Deathless Vigor
Level 2: Animate Dead 1/day
Level 3: Darkvision
Level 4: Summon Undead 2/day, Bone Skin +4
Level 5: Undead Graft

Sworn Shield

Sworn Shield is a reinvention of Dwarven Defender. It represents knights and aristocratic bodyguards of any race.

Requirements
Alignment: Non-chaotic
Base Attack Bonus: +3
Feats: Dodge, Toughness

Progression
Level 1: Defensive Stance 1/day
Level 2: Defensive Awareness I
Level 3: Defensive Stance 2/day
Level 4: Damage Reduction 3/-
Level 5: Defensive Awareness II, Defensive Stance 3/day

Weapon Master

Requirements
Base Attack Bonus: +5
Feats: Dodge, Mobility, Expertise, Spring Attack, Weapon Focus (any melee weapon), Whirlwind Attack
Skills: Intimidate 4 ranks

Progression
Level 1: Ki Damage, Weapon of Choice
Level 3: Superior Weapon Focus
Level 5: Increased Multiplier
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Re: Class Changes

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