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Gondor vs Mordor  |  Gondor vs Mordor 1  |  GvM1 Players Forum  |  CHANGES - CLASSES
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Author Topic: CHANGES - CLASSES  (Read 11524 times)
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« on: 15 November 2014, 17:20 »

4. Changes - Classes

4.1 Arcane Archer

4.2 Assassin

4.3 Barbarian

4.4 Bard

4.5 Blackguard

4.6 Champion Of Torm

4.7 Cleric

4.8 Dwarven Defender

4.9 Fighter

4.10 Harper Scout

4.11 Paladin

4.12 Palemaster

4.13 Purple Dragon Knight

4.14 Ranger

4.15 Red Dragon Disciple

4.16 Rogue

4.17 Shadow Dancer

4.18 Shifter

4.19 Weapon Master
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« Reply #1 on: 15 November 2014, 17:27 »

4.1 Arcane Archer

Death Arrow
DC is +1 per 2 class levels past 10



Hail Of Arrows
Damage is 2d8 (random type) + class level



Imbue Arrow
Minimum damage is 10d6
Maximum damage is 30d6 at 30 class levels
Spell Resistance does not apply
DC is 10 + Dexterity modifier + class level + Intelligence modifier



Seeker Arrow
Damage is 2d8 (random type) + 2 * class level


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« Reply #2 on: 15 November 2014, 17:30 »

4.2 Assassin

Ghostly Visage
Duration is 2 turns per class level
Gives +1 AB at class levels 6, 12, 16, 20, 24, 28 (maximum of +6)
Gives conceal:
  60% at level 12
  65% at level 16
  70% at level 20
  75% at level 24
  80% at level 28



Use Poison
Only works for Assassins
Custom poisons are at shops in Minas Morgul, the Bandit Lair, and the Slaver's Hideout - examine them for details
Effects from poison are stronger and last longer with more class levels
Work on ranged weapons but not Bludgeoning based weapons
Add an On Hit Acid Splash which may not work with other On Hit properties (e.g. Flame Weapon)
Poisons carry over to Shifter shapes but may not work with existing On Hit properties (e.g. Freeze for Drow Warrior)
33% change a target will get poisoned on hit and effects will start within 2 rounds
Duration on the weapon is 10 + class level / 3 round
Targets will only be affected by 1 poison at a time
For several poisons, if the first save is failed, the poison will take effect without the possibility of other saves until it wears off
Poison immunity/Diamond Body/Venom Immunity do not grant immunity but instead lower the DC by 13.
Antidotes do not work



Invisibility / Improved Invisibility / Darkness
3 uses per day of Invisibility / Improved Invisibility
7 uses per day of Darkness
Invisibility / Improved Invisibility adds 6 seconds of etherealness



Keen Sense
Requires Alertness feat
Is given at class level 14
Requires a relog for it to appear



Limited Hide In Plain Sight (HIPS)
Requires 15 or more class levels
Requires Dodge and Mobility feats
Uses Player Tool 4 from Radial Menu which will give you HIPS and make you hide (works better if quick-slotted)
The tool can only be used once every 58 seconds - (Ranger + Rogue + Assassin levels)


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« Reply #3 on: 15 November 2014, 17:31 »

4.3 Barbarian

Rage AC
Decreases:
  -2 AC for Greater Rage
  -4 AC for Terrifying Rage / Thundering Rage
  -3 AC for Mighty Rage
Maximum of -7 AC



Rage
Duration is 8 + Constitution modifier
Effects:
  +4 Strength / Constitution
  +1 AB
  +1 Attacks
  +10% Movement
  +2 Will save
  -2 Dodge AC



Greater Rage
Duration is 10 + Constitution modifier
Effects:
  +6 Strength / Constitution
  +3 AB
  +2 Attacks (maximum of +4)
  +10% Movement
  +3 Will save
  -2 Dodge AC



Mighty Rage
Duration is 12 + Constitution modifier
Effects:
  +8 Strength / Constitution
  +5 AB
  +2 Attacks (maximum of +4)
  +10% Movement
  +4 Will save
  -3 Dodge AC
Must use Mighty Rage before Rage/Greater Rage for effects to stack



Thundering Rage
Adds 1d8 Sonic Damage, 1d12 Massive Critical and On Hit Deafness to weapon
Damage progression:
  1d10 Sonic and 2d8 Massive Critical class level 20
  1d12 Sonic and 2d10 Massive Critical class level 25
  2d8 Sonic and 2d12 Massive Critical class level 30
Gives +1 Attacks (does not stack with Terrifying Rage) if class level is 20 or over



Terrifying Rage
10 is added to Taunt skill for 15 rounds
Fear and Mind Immunity no longer provide immunity to this effect but Mind Immunity lowers the save DC by 10
The saves are Mind, not Fear
Targets 15 levels below the Barbarian make a Mind Save or are Paralyzed for 2-4 rounds
Targets receive an AB and Save penalty of class level / 8 + (Intimidate skill score / 13)
Save DC is Intimidate score - 3d8
Gives +1 Attacks (does not stack with Thundering Rage) if class level is 20 or over


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« Reply #4 on: 15 November 2014, 17:32 »

4.4 Bard

Keen Edge
Bards over level 6 can make any weapon type keen



Epic Bard Perform Skill Bonus
+1 is added to Perform skill for every class level past 20



Light Armour
Spell Failure % is removed when wearing Light Armour
Possible bug in this when casting in non-standard armour appearances


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« Reply #5 on: 15 November 2014, 17:32 »

4.5 Blackguard

Bulls Strength
Gives +1 AB per 4 class levels
Gives +1 attack at class levels 21 and 26
Bonuses do not work if cast on summons or players



Contagion
Gives +1 Dodge AC per Charisma modifier to target summon for 3 + Charisma modifier rounds
Gives 1d8 Acid Damage to target summon for 2 rounds per class level
Gives a damage shield to target summon with class level / 2 + 1d6 Negative and Divine Damage for 2 rounds per class level



Inflict Critical Wounds
Heals you or your summon for Charisma modifier * class level Hit Points



Epic Fiendish Servant
Summons a Balor Lord
The Balor Lord improves at class level 22



Create Undead
Summons:
  Wraith Assassin
  Reaver at class level 8
  Dark Lord at class level 15



Summon Fiend
Summons:
  Osyluth
  Vorlan Demon at class level 13



Crossbow Bonus
Gives +1 AB per 5 class levels when using a Crossbow (bonus is added to the weapon's Attack Bonus)
Bonus is cumulative with other classes that gain this bonus
No bonus is given if your Dexterity modifier is higher that the total bonus



Blackguard Nightmare Mount
Gives a widget at class level 1 to summon it



Turn Undead
See Cleric


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« Reply #6 on: 15 November 2014, 17:32 »

4.6 Champion Of Torm

Divine Wrath
Duration is 3 + Charisma modifier + class level / 2 rounds
2 uses per day
Gives +3 to AB, Damage and Saves
For each additional 5 class levels past 5 and additional +2 is given to AB, Damage and Saves
Gives Damage Reduction:
  +5/5 at class level 5
  +5/10 at class level 10
  +5/15 at class level 15
  +6/10 at class level 20
  +6/15 at class level 25
  +6/20 at class level 30



Lay On Hands
This ability now draws from a pool
Pool value = Charisma modifier * (Paladin + Champion Of Torm levels)
You may use the ability as many times as you want until the pool is empty
You must rest before using this ability when logging in or it won't initialize the points in the pool



Crossbow Bonus
Gains +1 AB per 5 class levels when using a Crossbow (bonus is added to the weapon's Attack Bonus)
Bonus is cumulative with other classes that gain this bonus
No bonus is given if your Dexterity modifier is higher that the total bonus


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« Reply #7 on: 15 November 2014, 17:32 »

4.7 Cleric

Turn Undead
To turn anything you have to have a high enough Turn Level, and enough remaining Turn Hit Dice
Turn Level = class level + (Blackguard or Paladin levels - 2)
Turn Hit Dice = Turn Level + Charisma modifier + 1d6
Sun Domain gives +4 to the Turn Level and +8 to the Turn Hit Dice
Players get a Will save to avoid damage (as a construct turned by destruction domain) or to avoid turn penalties
Turn penalties = 25% Vulnerability to Slashing/Piercing/Divine and -5 Natural Armour AC
There is no Fear effect on players, just penalties
Palemasters with 10 or more class levels can be turned
Every Shifter or Palemaster class level past 10 decrease the turn DC by 1
Turn DC = 10 + (Turn Level / 3) + 4 (if Sun Domain) + Charisma modifier - (PM or Shifter Level modifier)


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« Reply #8 on: 15 November 2014, 17:33 »

4.8 Dwarven Defender

Dwarven Defender Widget
A widget is added to your inventory which on-use:
  Gives +1 Discipline skill point per 2 class levels
  Gives +1 Dodge AC per 5 class levels
  Gives +1 Regeneration per 4 class levels
These effects are permanent until dying or resting - re-use the widget after each rest



Crossbow Bonus
Gains +1 AB per 5 class levels when using a Crossbow (bonus is added to the weapon's Attack Bonus)
Bonus is cumulative with other classes that gain this bonus
No bonus is given if your Dexterity modifier is higher that the total bonus


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« Reply #9 on: 15 November 2014, 17:33 »

4.9 Fighter

Fighter's Essence Widget
There are no saves for these effects
The chance that an effect is applied On Hit is 15 + class level %
This may not work well with other On Hit properties (e.g. Flame Weapon or Freeze for Drow Warrior etc)
This effect works with most Shifter shapes
The widget is usable 5x per day
The widget buffs your weapon for 1 turn per class level
The fighter is unable to control which effect is applied, since they are merely utilizing combat opportunities as they arise

To obtain a widget, defeat the bandit ringleader in the Osgiliath Sewers once you have 5 or more class levels

Imbalance Maneuver
The Fighter is able to break the target's stance leaving them struggling to effectively dodge attacks
Lowers target's dodge AC by (class level + 1) / 3 for 9 + (class level / 3) seconds (maximum of -14 AC for 22.3 seconds)

Disrupt Maneuver
Using a combination of combat subtleties, feints and actual injury, the Fighter is able to disrupt spell casting
Causes spell failure of 20% for 9 + (class level / 3) seconds
Spell failure increases by 15% at class levels 15, 20, 25, 30 and 35 (maximum of 95% for 22.3 seconds)

Preempt Maneuver
The Fighter not only knows how to defend against all sorts of attacks, but even predicts their occurrence and can prevent them
Reduces the number of attacks the target gets by 1 + (class level / 10) and lasts for 9 + (class level / 3) seconds (maximum -5 AB for 22.3 seconds)

Hamper Maneuver
With well placed hits, the Fighter can seriously impede a target's movement
Reduces Movement by 20 + (class level * 2) % for 15 + (class level / 3) seconds
For class levels 20 and above, it will render the target unable to move for the first 9 seconds
Multiple hits of this may stack

Shield and Focus Strike Maneuvers
Disarming a weapon is one thing, but as a testament to the skill of the Fighter, they can cause a target to unequip their shield
Fighters can then blow open the defenses of an opponent and follow up with focused strikes that are very difficult to defend
Unequips the target's shield
Gives +4 AB for 5 seconds once shield is unequipped

Exploit Maneuver
The Fighter capitalises on a strike they have just made and deal extra damage
Gives 2 * class level additional Bludgeoning Damage



Crossbow Bonus
Gains +1 AB per 3 class levels when using a Crossbow (bonus is added to the weapon's Attack Bonus)
Bonus is cumulative with other classes that gain this bonus
No bonus is given if your Dexterity modifier is higher that the total bonus


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« Reply #10 on: 15 November 2014, 17:33 »

4.10 Harper Scout

Crafting Potion : Harper Shield
Gives +8 Dodge AC for 30 turns
Can not be dispelled
Costs 250 XP and 50,000 GP to create a potion
Can craft up to 3 potions per day



Crafting Potion : Harper Courage
Duration is 2 rounds per level (maximum of 80 rounds)
Gives +5 AB and +5 Magic damage to primary weapon
For unarmed Shifter shapes, potion must be used before shifting
Costs 250 XP and 50,000 GP to create a potion
Can craft up to 3 potions per day


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« Reply #11 on: 15 November 2014, 17:34 »

4.11 Paladin

Holy Sword
Effects:
  +5 Enhancement Bonus
  1d6 Divine Damage vs evil
  12 Spell Resistance
  On Hit Greater Dispel Magic with a 25% hit chance
Greater Dispel Caster level = class level - 1 (uncapped)
Does not work will with other On Hit properties and Flame Weapon
When effects of spell wears off you will need to re-equip weapon to regain the standard Enhancement Bonus



Lay On Hands
This ability now draws from a pool
Pool value = Charisma modifier * (Paladin + Champion Of Torm levels)
You may use the ability as many times as you want until the pool is empty
You must rest before using this ability when logging in or it won't initialize the points in the pool



Turn Undead
See Cleric



War Horse
Gained at class level 5
Summon from the radial menu



Crossbow Bonus
Gains +1 AB per 5 class levels when using a Crossbow (bonus is added to the weapon's Attack Bonus)
Bonus is cumulative with other classes that gain this bonus
No bonus is given if your Dexterity modifier is higher that the total bonus


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« Reply #12 on: 15 November 2014, 17:34 »

4.12 Palemaster

Skin
At class level 10, given a 10% Vulnerability to Bludgeoning and as 25% Vulnerability to Divine



Summon Greater Undead
Summons:
  Ogre Skeleton at class level 9
  Ice Ghoul at class level 10
  Wendigo at class level 12
  Jackal Guard at class level 14
  Ghoul Lord at class level 16
  Vampire Druid at class level 18
  Dark Lord at class level 20
  Lesser Demilich at class level 22
  Skeletal Monk at class level 24
  Ghost Warrior at class level 26
  Demilich at class level 28
  Dracolich at class level 30



Bonus Casting Levels
Beginning at class level 10, you gain +1 casting level to Arcane spells every 2 class levels
This affects damage, duration and ability to defeat Spell Resistance
This does not affect dispel checks


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« Reply #13 on: 15 November 2014, 17:34 »

4.13 Purple Dragon Knight

Rally
Charisma modifier is added to the duration



Shield
Duration is 1 + Charisma modifier rounds
You can protect a friendly target by increasing their AC by +4
You may only help one target at a time



Inspire
Duration is 10 + Charisma modifier rounds
Gives +1 AB per class level
Gives 1 + 1 Will save bonus per class level
Gives a bonus +5 Bludgeoning Damage



Wrath
Charisma modifier is added to duration
Gives Charisma modifier / 4 to AB and Damage (capped at +5)



Stand
Gives d20 * (2 + Charisma modifier) temporary Hit Points
Is usable only once every 10 minutes



Crossbow Bonus
Gains +1 AB per 5 class levels when using a Crossbow (bonus is added to the weapon's Attack Bonus)
Bonus is cumulative with other classes that gain this bonus
No bonus is given if your Dexterity modifier is higher that the total bonus


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« Reply #14 on: 15 November 2014, 17:34 »

4.14 Ranger

Call Out
Requires 10 or more class levels
Uses Player Tool 3 from Radial Menu (works better if quick-slotted)
Is used for enemies that are in active Stealth mode only
It will decrease the target's Hide and Move Silently skill by Ranger + Rogue + Arcane Archer + Assassin + Harper Scout class levels - 5 for 1 turn (maximum of -35 skill points)
The effect does not stack but is also not limited to a number of uses or targets at one time



Keen Sense
Requires Alertness feat
Requires 24 or more class levels
Requires a relog for it to appear



Duel Wielding
Requires 18 combined Ranger and Rogue class levels
Gives +2 AB when duel wielding, this include double weapons but not quarterstaves
Gives +1 Shield AC for every 7 (unmodified) Parry skill points (maximum of +6 AC with 42 Parry skill points), this include double weapons and quarterstaves
The bonus Shield AC stacks with Deflection AC that double weapons or quarterstaves may have
Epic Skill Focus Parry gives and an additional +1 AC



Limited Hide In Plain Sight (HIPS)
Requires 17 or more class levels
Requires Dodge and Mobility feats
Uses Player Tool 4 from Radial Menu which will give you HIPS and make you hide (works better if quick-slotted)
The tool can only be used once every 58 seconds - (Ranger + Rogue + Assassin levels)



Crossbow Bonus
Gives +1 AB per 5 class levels when using a Crossbow (bonus is added to the weapon's Attack Bonus)
Bonus is cumulative with other classes that gain this bonus
No bonus is given if your Dexterity modifier is higher that the total bonus


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« Reply #15 on: 15 November 2014, 17:34 »

4.15 Red Dragon Disciple

Bonus Casting Levels
Beginning at class level 10, you gain +1 casting level to Arcane spells every 2 class levels
This affects damage, duration and ability to defeat Spell Resistance
This does not affect dispel checks


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« Reply #16 on: 15 November 2014, 17:34 »

4.16 Rogue

Rogue Bag
At class level 10, Rogues are given a bag that provides a few items for their use:
  Bolos - can Knockdown an opponent
  Fashbangs - can Blind opponents in the Area of Effect
  Smokescreens - Shroud you in smoke (Darkness) for a moment to allow escape
Once you run-out, re-use the bag to give you 5 more
The effects are short
The DC of each increases with Rogue/Harper Scout/Assassin and Shadow Dancer class levels



Call Out
Requires 10 or more class levels
Uses Player Tool 3 from Radial Menu (works better if quick-slotted)
Is used for enemies that are in active Stealth mode only
It will decrease the target's Hide and Move Silently skill by Ranger + Rogue + Arcane Archer + Assassin + Harper Scout class levels - 5 for 1 turn (maximum of -35 skill points)
The effect does not stack but is also not limited to a number of uses or targets at one time



Keen Sense
Requires Alertness feat
Requires 16 or more class levels
Requires a relog for it to appear



Duel Wielding
Requires 18 combined Ranger and Rogue class levels
Gives +2 AB when duel wielding, this include double weapons but not quarterstaves
Gives +1 Shield AC for every 7 (unmodified) Parry skill points (maximum of +6 AC with 42 Parry skill points), this include double weapons and quarterstaves
The bonus Shield AC stacks with Deflection AC that double weapons or quarterstaves may have.
Epic Skill Focus Parry gives and an additional +1 AC



Limited Hide In Plain Sight (HIPS)
Requires 17 or more class levels
Requires Dodge and Mobility feats
Uses Player Tool 4 from Radial Menu which will give you HIPS and make you hide (works better if quick-slotted)
The tool can only be used once every 58 seconds - (Ranger + Rogue + Assassin levels)


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« Reply #17 on: 15 November 2014, 17:35 »

4.17 Shadow Dancer

Hide In Plain Sight (HIPS)
In some outdoor areas there is a 6 second timer limiting HIPS use
10 or more class levels do not have this restriction



Shadow Evade
Duration is 15 + class level rounds
Effect:
  40% conceal, +3/5 Damage Reduction, +1 Dodge AC at class level 4
  45% conceal, +4/8 Damage Reduction, +2 Dodge AC at class level 6
  50% conceal, +4/10 Damage Reduction, +3 Dodge AC at class level 8
  55% conceal, +5/10 Damage Reduction, +4 Dodge AC at class level 10
  65% conceal, +6/4 Damage Reduction, +5 Dodge AC at class level 15
  70% conceal, +7/5 Damage Reduction, +6 Dodge AC at class level 20
  75% conceal, +7/6 Damage Reduction, +8 Dodge AC at class level 25
  82% conceal, +7/8 Damage Reduction, +10 Dodge AC at class level 30



Epic Shadowlord
Is improved


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« Reply #18 on: 15 November 2014, 17:35 »

4.18 Shifter

Amorphous Skull Of The Changeling Widget
Requires 15 or more class levels
Gives +1 Attacks per round
Since high level shifters essentially throw away 5-6 druid levels and a class option to be a Shifter, it is hard to multiclass with non-melee classes since they often rely on combat yet only have 3 attacks per round - since I cannot change shifters to a melee attack schedule at this point - I've opted for a widget
Other level-based bonuses may be added in the future



Calculating Shifted AC
The highest enchantment bonus of each AC type is used
Base item AC on armours and shields do not matter
Dodge AC from multiple source stack, including the Dodge AC from the shape has (maximum of +20 Dodge AC)
Shield AC does not merge for Monk Shifters and only 2/3s of their Wisdom AC is applied
Other shield properties still merge
Some shapes may have added Armour AC - in that case the enchantment bonus from your armour may not be used or matter since it is lower



General Information
When listing a shape's base ability state, it will override your character's base stat, otherwise your character's base stat is used
Damage types that are on the shape's weapon will merge with your weapon, unless it is of the same type
AB does not always show correctly in the character sheet - look in the battle log which will be correct
Monk movement and attack schedule will transfer over when shifting into shapes without weapons, even if wearing armour before shifting



Unarmed Shapes
Unarmed Focus Feats do not help an unarmed shape's AB
Improved Critical Unarmed Strike does work
This is because unarmed shapes use creature weapons and these shapes will already have Creature Focus Feats added to them



Armed Shapes
Armed Focus Feats for the weapon the shape is holding will help the shape's AB
Armed Focus Feats should be taken for the weapon the shape is holding, not the weapon you are holding prior to shifting



Shifter Casting Level
Class level is added to all spell abilities cast while shifted
This counts toward Spell Resistant checks as well



Shape Changes

Wyrmling
+4 Dodge AC
Red:
  Damage is 1d6 Physical, 1d8 Fire from bite
  Base Strength increase to 20 from 16
White:
  Damage is 1d4 Physical, 1d4 Cold from bite
  On Hit Slow DC 14 10% chance
  Base Dexterity increase to 20 from 17
Blue:
  Damage is 1d6 Physical, 1d6 Electrical from bite
  On Hit Stun DC 14 10% chance
  Base Strength increase to 20 from 16
Green:
  Damage is 1d6 Physical, 1d4 Acid from bite
  On Hit Poison 1d2 Strength/Dexterity
  Base Strength increase to 20 from 16
Black:
  Damage is 1d6 Physical, 1d8 Acid from bite
  Base Dexterity increase to 20 from 17

---

Harpy
Base stats: Strength 18, Dexterity 18
+4 Dodge AC
Hide: +4 Dexterity, 5/- Cold Resistance, 50% Magic/Sonic Immunity, Mind Affecting Immunity, +1 Regeneration, +5 Discipline/Taunt, +10 Listen, +8 Perform, Keen Sense, Uncanny Dodge, Weapon Finesse, Weapon Focus Creature
Claws: standard
Class level - 5 is counted for Bard Song calculations while shifted

Charm Song:
No longer charms enemies, but impairs them seriously with shrieking voices reverberating in their head, that speak to them, and cause them to shake and stagger
Mind spell immunity, deafness, or a successful will save prevents the effects

Will save DC is 10 + class level + 2/2/4 for Illusion focus feats + Charisma modifier
A failed save causes:
  Deafness
  2 + class level / 3 Dodge AC penalty
  Miss chance of class level * 3 (maximum of 90%)
  25% Slashing Vulnerability which increases to 50/75/100% at class levels 20/25/30
  Duration is 10 + class level / 2 rounds
  Target may be Dazed for 1d3 rounds

Epic Harpy
Base stats: Strength 20, Constitution 20
+6 Dodge AC
Hide: +6 Dexterity, 20/- Cold Resistance, 75% Magic/Sonic Immunity, Mind Affecting Immunity, +3 Regeneration, +5 Discipline, +20 Listen, +15 Perform, +10 Taunt, Keen Sense, Mobility, Uncanny Dodge, Weapon Finesse, Weapon Focus Creature, Epic Weapon Focus Creature
Claws: standard

Charm Song:
See Harpy

Sonic Howl:
Damage is 3d4 + (class level / 2)d4 Sonic
DC is 11 + Hit Dice / 4 + class level / 2

---

Gargoyle
Base stats: Dexterity 18, Constitution 18
+4 Dodge AC
Hide: +4 Dexterity, +2/15 and +4/5 Damage Reduction, 5/- Magic Resistance, 50% Cold Immunity, +8 Spot, Spell Resistance 16, Keen Sense, Uncanny Dodge, Weapon Finesse, Weapon Focus Creature
Claws: +4 AB, 1d8 Physical Damage, +8 Parry
Bite: +4 AB, 3d6 Physical Damage, On Hit 1d2 Constitution drain DC 14

See Invisibility:
Spell

Epic Gargoyle
Base stats: Strength 20, Dexterity 28
+6 Dodge AC
Hide: +7/25 Damage Reduction, 25/- Piercing Resistance, 10/- Magic Resistance, 50% Magic/Cold Immunity, +25 Spot, Spell Resistance 22, Keen Sense, Uncanny Dodge, Weapon Finesse, Weapon Focus Creature, Epic Weapon Focus Creature
Claws: +7 AB, 2d8 Physical Damage, On Hit Vorpal DC 18, +12 Parry * 2
Bite: +7 AB, 4d6 Physical Damage, On Hit Stun 75% DC 20 for 1 round

See Invisibility:
Spell

Clarity:
Spell

---

Minotaur
Base stats: Strength 22, Constitution 20
+4 Dodge AC
Hide: +4 Strength, +8 Discipline, +4 Intimidate, +9 Listen, +2 Mind Affecting Save, Fear Immunity, Uncanny Dodge, Cleave
Weapon: Battleaxe, +3 Enhancement Bonus, 1d6 Bludgeoning Damage, 1d8 Massive Critical, Power Attack

Bull Charge (Warcry):
Duration is 8 rounds
Effect:
  +2 AB, +50% movement increase
  +4 AB, +60% movement increase at class level 12
  +6 AB, +70% movement increase at class level 16
  +8 AB, +80% movement increase at class level 20
  +10 AB, +100% movement increase at class level 24

Epic Minotaur
Base stats: Strength 26, Constitution 24
+6 Dodge AC
Hide: +4 Strength/Constitution, 15% Piercing/Bludgeoning Immunity, +18 Discipline/Listen, +8 Intimidate, +3 Mind Affecting Save, Fear Immunity, Keen Sense, Uncanny Dodge, Cleave
Weapon: Greataxe, +5 Enhancement Bonus, Keen, 2d6 Bludgeoning Damage, 2d8 Massive Critical, Power Attack

Bull Charge (Warcry):
See Minotaur

---

Manticore
Base stats: Strength 22, Dexterity 16, Constitution 20
+4 Dodge AC
Hide: +4/10 Damage Reduction, +5 Listen/Move Silently/Spot, +10 Search, Power Attack, Weapon Finesse, Weapon Focus Creature, Uncanny Dodge
Bite: 3d6 Physical Damage, On Hit Disease: Red Ache, Monster Wounding 5 Damage

Manticore Spikes:
Ranged touch attack
Piercing Damage
Number of spikes increases with class levels
Spikes only hit hostiles

Epic Manticore
Base stats: Strength 26, Dexterity 22
+7 Dodge AC
Hide: +4 Strength/Dexterity, +20/10 Damage Reduction, +15 Listen/Move Silently/Spot, +20 Search, Keen Sense, Power Attack, Uncanny Dodge, Weapon Focus Creature, Epic Weapon Focus Creature
Bite: +8 AB, 4d8 Physical Damage, +5 Vampiric Regeneration, 2d10 Massive Critical, On Hit Strength Drain DC 26
Claw: 2d10 Physical Damage

Manticore Spikes:
See Manticore

---

Drider
Base stats: Strength 16, Dexterity 16, Constitution 15
+4 Dodge AC
Hide: +4 Dexterity, +3/10 Damage Reduction, 5/- Magic Resistance, Freedom, +5 Discipline/Hide/Move Silently, Spell Resistance 16, +5 Poison save, Freedom, Uncanny Dodge
Weapon: Longbow, +4 Attack Bonus/Mighty, +5 Ammo, 1d8 Acid Damage, 1d10 Cold Damage, 2d6 Massive Critical

Darkness:
Spell
5 + class level / 3 uses per day

Ultravision:
Spell

Epic Drider
Base stats: Strength 20, Dexterity 28, Constitution 18
+7 Dodge AC
Hide: +4 Dexterity, +20/5 Damage Reduction, 10/- Magic Resistance, +15 Concentration/Discipline/Move Silently/Spot, Spell Resistance 22, Poison Immunity, Freedom, Keen Sense, Combat Casting, Mobility, Point Blank Shot, Uncanny Dodge
Weapon: Longbow, +7 Attack Bonus/Mighty, +5 Ammo, 2d8 Magic Damage, 2d8 Acid Damage, 2d12 Massive Critical

Darkness:
Spell
5 + class level / 3 uses per day

Ultravision:
Spell

Magic Missile:
Spell

---

Drow Warrior
Base stats: Strength 18, Dexterity 19
+5 Dodge AC
Hide: +2 Strength, +3 Dexterity, +9 Listen/Spot, Spell Resistance 26, Darkvision, Keen Sense, Martial Weapon Proficiency, Dodge, Uncanny Dodge
Weapon: Longsword, +3 Enhancement Bonus, 1d8 Acid Damage, On Hit Poison 1d2 Strength DC 18, +2 Poison saves

Darkness:
Spell

Ultravision:
Spell

Epic Drow Warrior
Base stats: Shape uses your base Strength, Dexterity 26
+7 Dodge AC
Hide: +4 Strength/Dexterity, +14 Armour AC, +18 Concentration/Discipline/Listen/Spot, Spell Resistance 30, Darkvision, Keen Sense, Improved Evasion, Cleave, Dodge, Martial Weapon Proficiency, Uncanny Dodge
Weapon: Longsword, +6 Enhancement Bonus, 2d8 Cold Damage, On Hit Freeze (Slow)

Light:
Spell

Haste:
Spell
Duration increases with class levels

Spell Resistance:
Spell

Tenser's Transformation:
Spell
Gives +1 AB per 3 class levels
Duration increases with class levels
Shifting into another shape removes the spell

---

Lizardfolk Whipmaster
Base stats: Strength 16, Dexterity 20
+5 Dodge AC
Hide: +4 Dexterity, +10 Armour AC, +3/5 Damage Reduction, 15/- Acid Resistance, +12 Discipline/Listen, +2 Universal save, Freedom, Poison Immunity, Weapon Finesse, Exotic Weapon Proficiency, Uncanny Dodge
Weapon: Whip, +4 Enhancement Bonus, 1d12 Electrical Damage On Hit Stun 25% DC 22 3 rounds

Cloud of Bewilderment:
Spell
Duration is 1 turn
DC increases +1 per class level

Melf's Acid Arrow:
Spell
Damage increases every 2 class levels

Epic Lizardfolk Whipmaster
Base stats: Strength 22, Shape uses your base Dexterity
+7 Dodge AC
Hide: +6 Dexterity, +18 Armour AC, +5/15 Damage Reduction, 25/- Acid Resistance, +20 Discipline/Listen, +3 Universal saves, Freedom, Poison Immunity, Keen Sense, Weapon Finesse, Exotic Weapon Proficiency, Whirlwind Attack, Uncanny Dodge
Weapon: Whip, +6 Enhancement Bonus, 2d12 Electrical Damage, On Hit Stun 25% DC 26 3 rounds

Cloud of Bewilderment:
See Lizardfolk Whipmaster

Melf's Acid Arrow:
See Lizardfolk Whipmaster

Acid Fog:
Spell
DC increases +1 per class level

---

Kobold Commando
Base stats: Dexterity 22
+5 Dodge AC
Hide: +7 Search/Disable Trap, +10 Move Silently

Hide In Plain Sight (HIPS):
Feat

Invisibility:
Spell

Epic Kobold Commando
Base stats: Dexterity 28
+7 Dodge AC
Hide: +17 Search/Disable Trap, +20 Move Silently

Hide In Plain Sight (HIPS):
Feat

Improved Invisibility:
Spell

---

Dire Tiger
Base stats: Strength 30, Dexterity 20, Constitution 16
+8 Dodge AC
Hide: +15 Spot/Listen/Move Silently, +5 Discipline,  +1d6 Sneak Attack, +3 Reflex saves, Keen Sense, Uncanny Dodge
Claw: 2d8 Physical Damage
Bite: +6 AB, 4d6 Physical Damage, Monster Wounding 4 Damage

Ferocity:
Duration is Constitution modifier + class level / 2
Gives Expeditious Retreat effect
Effect:
  +3 Strength/Dexterity
  +3 AB, +5 Strength/Dexterity at class level 14
  +5 AB, +7 Strength/Dexterity at class level 14
  +8 AB, +9 Strength/Dexterity at class level 14

---

Medusa
+6 Dodge AC

---

Mindflayer
+6 Dodge AC
Hide: +8 Intelligence, +2 Wisdom, +25 Spot/Listen, Spell Resistance 28, Mind Affecting Immunity, Dark Vision, Dodge

Psionic Blast:
DC is 10 + class level + Wisdom modifier
If target fails save and not immune to Mind Affecting, it will Stun them for 2-7 rounds
A target will take (class level / 2)d10 Magic Damage if hit with a repeat blast while already stunned
Number of uses is 5 + class level per day

Psionic Barrier:
Duration is 1 turn per class level
Gives +20/X Damage Reduction where X = class level + 15
Absorbs class level * 40 damage before collapsing
Does not stack with Dwarven Defender or Barbarian Damage Reduction

Suck Brain:
Touch attack
DC is 10 + Hit Dice / 2 (maximum of DC 30)
If target fails save and not immune to ability decreases, it does 1d3 + 2 Intelligence damage
If targets Intelligence decreases too far, the die
The target may lose mind spell protections

---

Risen Lord
Base stats: Strength 21, Constitution 19
+4 Dodge AC
Hide: +4 Strength, +4/15 Damage Reduction, 10% Fire Vulnerability, 25% Bludgeoning/Positive Vulnerability, 50% Divine Vulnerability, 50% Slashing/Piercing Immunity, Spell Resistance 20, Turn Resistance +1
Weapon: Scythe, +5 Enhancement Bonus, +2 Vampiric Regeneration, Cleave, Whirlwind Attack

---

Vampire
Base stats: Shape uses your base Strength, Dexterity 24
+7 Dodge AC
Hide: +6 Strength/Charisma, +4/15 Damage Reduction, 20/- Cold/Electrical Resistance, +2 Turn Resistance, +5 Regeneration, Weapon Finesse, Uncanny Dodge, Weapon Focus Creature, Epic Weapon Focus Creature
Bite: 2d6 Physical Damage, On Hit Level Drain 2 Levels, +10 Vampiric Regeneration
Claw: +5 AB, 1d10 Massive Critical

Domination Gaze:
Duration is 1d4 + Wisdom modifier + Charisma modifier * 2
DC is 10 + class level + Wisdom modifier + Charisma modifier
Number of uses is 3 + class level / 2 per day

Blood Frenzy:
+4 Strength/Constitution
+1 AB per /4 class levels
+10% movement increase
Gives +2 Will save and -1 AC
Duration is 3 + class level / 2 + caster level rounds

---

Spectre
Base stats: Strength 16, Dexterity 26
+8 Dodge AC
Hide: +5/15 Damage Reduction, 5/- Cold/Electrical Resistance, 25% Divine Vulnerability, +15 Hide/Move Silently, +2 Turn Resistance, Knockdown Immunity, Hide In Plain Sight (HIPS), Uncanny Dodge, Weapon Focus Creature, Epic Weapon Focus Creature

Shadow Attack (Level Drain):
Drains 1d4 levels
DC is 10 + class level

Invisibility:
Duration is 15 turns

Negative Energy Burst:
Caster level is increased by class level / 2

---

Rakshasa
+8 Dodge AC
Hide: +5/15 Damage Reduction, Immunity to all level 1-8 spells, +5 Discipline/Search, +15 Spellcraft, +10 Hide/Move Silently, True Seeing
Weapon: Magic Staff, True Seeing, Standard Rakshasa Staff

Greater Dispelling:
Spell
The dispel level includes class level / 2

Mestil's Acid Breath:
Spell
Damage cap is 15d6
DC is 13 + class level / 2 + Wisdom modifier
Caster level includes class level - 5
 
Ice Storm:
Caster level includes class level - 9

---

Death Slaad
Base stats: Strength 30, Dexterity 22, Constitution 20
+10 Dodge AC
Hide: +4 Strength/Dexterity, +5/10 Damage Reduction, 10/- Acid/Sonic/Cold/Fire/Electrical Resistance, 75% Negative/Positive/Magic Immunity, +5 Regeneration, +2 Mind Affecting Save, Death Magic Immunity, Fear Immunity, Cleave, Power Attack, Weapon Focus Creature, Epic Weapon Focus Creature, Uncanny Dodge
Fist: 7d6 Physical Damage, 2d10 Massive Critical, On Hit Lesser Spell Breach
Claw: +5 AB

Chaos Spittle:
Ranged touch attack
Damage is (2 + class level / 2)d6 Magic (maximum of 17d6)

Powerword Kill:
Spell
Number of uses is 2 + class level / 5 per day

Pulse Constitution Drain:
Number of uses is 2 per day
DC is 10 + Hit Dice

---

Azer Chief
Base stats: Strength 26, Constitution 26
+7 Dodge AC
Hide: +8 Charisma, 15/- Divine Damage Resistance, 100% Fire Immunity, 25% Divine Immunity, 25% Slashing/Bludgeoning Immunity, 50% Cold Vulnerability, +15 Spot, +10 Discipline, Spell Resistance 20, Uncanny Dodge
Weapon: Dwarven Waraxe, +6 Enhancement Bonus, 2d10 Fire Damage, Keen, On Hit Blindness 50% DC 22 2 rounds

Divine Power:
Duration is 1 round per class level
Gives 2 + class level / 5 AB

Aura Of Hellfire:
An Aura that gives a Fire Shield and does 2d10 Fire Damage

Hell inferno:
Damage is 4d6 Fire and 3d6 Divine for about 1 turn
Might cause an AB penalty as well

---

Stone Golem
Base stats: Strength 32, Constitution 26
+5 Dodge AC
Hide: +4 Strength/Constitution, +5/15 Damage Reduction, 25% Piercing/Fire Immunity, 10% Slashing/Positive/Negative Immunity, 50% Acid Vulnerability, 25% Bludgeoning Vulnerability, +10 Discipline/Intimidate, Spell Resistance 24
Slam: 5d8 Physical Damage, On Hit Stun 50% DC 18 2 rounds

Hurl Rock:
Damage is Strength modifier + (class level / 2)d6
DC is:
  24 at class level 10
  44 at class level 30

Earthquake:
Has a base casting level of 17
Number of uses is 2 + class level / 5 uses per day

---

Helmed Horror (previously the Demonflesh Golem)
Base stats: Strength 36, Constitution 22
+6 Dodge AC
Hide: 25% Acid/Cold/Fire/Magic Immunity, 50% Electrical Vulnerability, 25% Sonic Vulnerability, +10 Concentration/Discipline, +20 Taunt/Spot/Listen, +5 Intimidate, Spell Immunity Word Of Faith/Bigby's Grasping Hand, Freedom
Weapon: Greatsword, +6 Enhancement Bonus, 1d10 Magic Damage, Cleave, Whirlwind attack, Knockdown, Disarm

Balargorn's Iron Horn:
Spell

Invisibility Purge:
Spell

---

Iron Golem
Base stats: Strength 34, Constitution 24
+8 Dodge AC
Hide: +8 Strength, +4 Constitution, +5/30 Damage Reduction, 25% Piercing Immunity, 10% Slashing/Bludgeoning Immunity, 50% Acid Immunity, 50% Electrical Vulnerability, 25% Negative Vulnerability, Cleave, Exotic Weapon Proficiency
Weapon: Warhammer +6 Enhancement Bonus, 2d6 Acid Damage, On Hit Silence 25% DC 26 3 rounds

Poison Gas Breath:
DC is 17
2 consecutive failed saves cause death

Mass haste:
Duration is 18 + class level * 2 rounds
Number of uses is 5 + class level / 5 per day

Mass Bull Charge (Warcry):
See Minotaur
Allies in the Area of Effect are granted bonuses

---

Dragon
+6 Dodge AC


« Last Edit: 16 October 2020, 23:08 by -firecracker- » Logged
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« Reply #19 on: 15 November 2014, 17:35 »

4.19 Weapon Master

AC Bonus
Any character using a double weapon or quarterstaff will gain a +2 Deflection AC bonus
Weapon masters will continue to increase this bonus based on their level:
  +3 at class level 4
  +4 at class level 8
  +5 at class level 12
  +6 at class level 16
  +7 at class level 21
This is Deflection AC and does stack with the highest Deflection AC item you are currently wearing


« Last Edit: 03 May 2015, 15:05 by -firecracker- » Logged
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