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Apr. 4: Class Changes/Additions

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Post by The Amethyst Dragon Sat Apr 04, 2009 3:09 am

A new version of the aeneahak_updates.hak file and the aenea.tlk file are now available for download. With this update, there are a few changes to the classes of Aenea.

Champion of Dalix:

This prestige class will now be limited to followers of Dalix. I have plans on adding other "divine champions" in the near future for followers of several of the other gods and goddesses (in fact, check the last entry on this list).

Soulfire Warrior:

This update should have a fix for the missing bonus feats at 3rd, 6th, and 9th levels.

Acrobat (NEW):

Incredibly agile, the Acrobat practices constantly to be able to move with speed, grace, and precision in any time or place.

Requirements:
Tumble 8+
Skill Focus (tumble)

HD: d6
Saves: Rogue
Att: Rogue

Benefits:
1: Dodge
2:
3: Evasion
4:
5: Mobility
6:
7: Spring Attack
8: Uncanny Dodge (can't be flanked)
9: Improved Evasion
10: Whirlwind Attack

Animator (NEW):

Trained in the secrets of building golems, the Animator harnesses material objects and imbues them with the energies of minor elemental beings to create loyal automatons.

Requirements:
Craft Armor 10+
Craft Weapon 10+
Lore 10+
Creature Lore

HD: d4
Saves: Wizard
Att: Wizard

Benefits:
1: Repair Golem (heal constructs for 1d8 HP per use)
Animate Flesh Golem 1/day
2:
3: Animate Clay Golem 1/day
4: Repair Golem improves (3d8 per use)
5: Animate Stone Golem 1/day
6:
7: Animate Iron Golem 1/day
8: Repair Golem improves (5d10 per use)
9:
10: Animate Crystal Golem 1/day
Stasis 3/day (all constructs within a huge area are paralyzed for 2d6 rounds)

Farstep Master (NEW):

Such a being is able to harness and channel teleportation magic, producing and controlling it in ways that not even a practiced wizard can understand.

Requirements:
Wizard 11 levels or Sorcerer 12 levels.

HD: d6
Saves: Rogue
Att: Rogue

Benefits:
1: Bounding Step (transference unlimited use/day)
2:
3: Farstep (teleport unlimited use/day)
4:
5: Distant Pacer (magehound unlimited use/day)
6:
7: Distant Reach (summon ally unlimited use/day)
8:
9: Dual Farstep (teleport with selected PC unlimited use/day)
10: Forceful Push (teleport target to selected location unlimited use/day)

For full use of this class, a character needs to keep at least one of each of the teleportation spells memorized (wizards) or available to cast (sorcerers) (transference, teleport, magehound, summon ally, phoenix's teleportation capture)...the Farstep Master's ability draw on and extend the spells as if they were mystical "batteries".

Ironheart (NEW):

Obsessed with the durability of golems and other constructs, the Ironheart devotes his or her time and energies into transforming into a living golem. As time passes, the Ironheart magically replaces pieces of skin and flesh with hardened steel and adamantite.

Requirements:
Discipline 10+
Craft Armor 13+
Iron Will
Great Fortitude
Base Fortitude Save 5+

HD: d12
Saves: Fighter
Att: Wizard

Benefits:
1: Flesh Replacement I (+1 natural AC bonus)
2: Flesh Replacement II (+2 natural AC bonus), Immunity to Disease
3: Flesh Replacement III (+3 natural AC bonus)
4: Flesh Replacement IV (+4 natural AC bonus), Immunity to Poison
5: Flesh Replacement V (+5 natural AC bonus)
6: Flesh Replacement VI (+6 natural AC bonus), Immunity to Knockdown
7: Flesh Replacement VII (+7 natural AC bonus)
8: Flesh Replacement VIII (+8 natural AC bonus), Immunity to Sneak Attacks
9: Flesh Replacement IX (+9 natural AC bonus)
10: Flesh Replacement X (+10 natural AC bonus), Immunity to Critical Hits

Warblade (NEW):

Able to channel the power of Torgat, the God of War, the Warblade is a product of years of intense training and dedication.

Requirements:
Intimidate 5+
Weapon Proficiency (simple)
Weapon Proficiency (martial)
Weapon Proficiency (exotic)
Armor Proficiency (heavy)
Base Attack Bonus: 8+
Deity: Torgat

HD: d10
Saves: Fighter
Att: Fighter

Benefits:
1: Spirit of Battle 3/day (+1/level to AC, +1 per Cha mod, +1/level +1 divine damage on main weapon)
2:
3: Leader of Warriors 3/day (imbue allies' weapons/armor with power, +4 saves vs. fear)
4:
5: Warcry 3/day (sonic effect, will save allowed: save = daze for 1d6 rounds, fail = paralysis for 1d6 rounds)
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Post by The Amethyst Dragon Sat Apr 04, 2009 4:26 pm

Minor update to the update:

I just uploaded a v2 of the aeneahak_updates.hak file to fix a couple of feat issues for Acrobats and Farstep Masters. So if you were one of those first 10 to download, can you get them again for the next reset?

And yes, folks, most of my testing takes place on the live server. Smile There's no better way to find out if things really work or not than with actual players. Plus, there's that whole "incredibly busy life that interferes with NWN time" thing I've got going on which means I don't want to wait 6 months to add something cool to the game.
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Post by MannyJabrielle Sat Apr 04, 2009 4:30 pm

We is guinea pigs! Aeeeeiiiieeeeee! Very Happy
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Post by Svair Sat Apr 04, 2009 5:37 pm

Wow, that's a lot of added content! Thanks The Amethyst Dragon.
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Apr. 4: Class Changes/Additions Empty Animator Bag of Golem parts

Post by Sophiastra Thu Apr 16, 2009 4:03 pm

I have taken this class for my wizard Gray, and for the first couple of weeks the summons simply did nothing. Understandable, given the complications of implementing a new PrC. Now I get a message saying I do not have any golem parts. That seems a fair way to manage the Golem summons (although so did 1/day). ANyway is this just a bug because I took the class before it was fixed or is it because of something I have missed? I have farmed the crap out of golems and ne'er a one has dropped any 'parts'.
Please advise. Sad
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Post by The Amethyst Dragon Thu Apr 16, 2009 6:32 pm

Dang. Seems I may have messed something up. You should have gotten a big old barrel of random parts when you took the class. I'll have to dig in and make sure I didn't make a typo someplace.

You won't have to kill golems for parts, it will just be assumed you've been collecting them all along.
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Post by Sophiastra Thu Apr 16, 2009 11:08 pm

I took the class before the fix with the last reset, so it may simply be a matter of "Grandfathering". As a matter of fact I took in the first couple of days after you implemented it.
Thanks for checking on it!
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Post by mighty moomin Tue Apr 28, 2009 4:31 pm

Just downloaded update but no extra prestige classes appear on creation. Also will acrobat feats be useable for WM?
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Post by MannyJabrielle Tue Apr 28, 2009 4:45 pm

They won't appear at character creation due to the way NWN handles loading of character selection and loading of custom content.

Character creation is part of the "selection" stage, and the custom content doesn't get loaded until you've selected a character or finish the creation stage of a new character), and load into the the module proper. That's why at 1st level, nobody can select any of the custom feats such as the Aenean bard songs, creature lore, or fleet of foot, wizards and sorcerers can't select the custom spells available at 1st level, and CEP heads are not selectable (unless you have the mdls in your override folder).

This also explains why when you do have a custom prestige class, in your character selection list, your character's prestige class will show up as blank (for example, a "wizard/animator/rogue" would appears in the list as "wizard/ /rogue") and on the character sheet itself, the custom class would show as "bad strreff" or "barbarian" instead of the actual class. Once loaded into the game, the character sheet will display correctly though.

And yes, acrobat feats would be usable for WM reqs. They are still the same feats everyone else chooses, just that acrobats get them for free as bonus feats Smile
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Post by Kefrem Wed Apr 29, 2009 12:27 am

For the Ironheart class...are there any graphical changes? like getting the *maug* appearance at max ironheart level or something?
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Post by The Amethyst Dragon Wed Apr 29, 2009 1:10 am

Nope. No automatic appearance changes.
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Post by Kefrem Wed Apr 29, 2009 4:15 pm

darn...be kinda cool if at highest level you looked like one of those warforged from ebberon setting.
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Post by Ra Cha Chongo Wed Apr 29, 2009 5:07 pm

Only if you could toggle it; I prefer the look I get using Spectra's skin colorant to be all metal-y Razz
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Post by daveyeisley Mon May 25, 2009 2:23 pm


Warblade (NEW):

Able to channel the power of Torgat, the God of War, the Warblade is a product of years of intense training and dedication.

Requirements:
Intimidate 5+
Weapon Proficiency (simple)
Weapon Proficiency (martial)
Weapon Proficiency (exotic)
Armor Proficiency (heavy)
Base Attack Bonus: 8+
Deity: Torgat

HD: d10
Saves: Fighter
Att: Fighter

Benefits:
1: Spirit of Battle 3/day (+1/level to AC, +1 per Cha mod, +1/level +1 divine damage on main weapon)
2:
3: Leader of Warriors 3/day (imbue allies' weapons/armor with power, +4 saves vs. fear)
4:
5: Warcry 3/day (sonic effect, will save allowed: save = daze for 1d6 rounds, fail = paralysis for 1d6 rounds)

Could we get a bit of a breakdown, with examples of the math, for the "spirit of battle" class feature?

I understand that there is an AC bvonus equal to # of levels in warblade.... but what kind of bonus is the +1 per CHA mod bonus?

And for the divine dmg bonus, is it your warblade class level+1 in extra dmg? (so the max would be 6?)

Also, when you say "imbue allies' weapons and armor with power" what does that mean mechanically?
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Post by Svair Sun May 31, 2009 3:52 am

What is the skill suite for Acrobats?
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Post by Svair Thu Jul 30, 2009 6:59 pm

daveyeisley wrote:

Warblade (NEW):

Able to channel the power of Torgat, the God of War, the Warblade is a product of years of intense training and dedication.

Requirements:
Intimidate 5+
Weapon Proficiency (simple)
Weapon Proficiency (martial)
Weapon Proficiency (exotic)
Armor Proficiency (heavy)
Base Attack Bonus: 8+
Deity: Torgat

HD: d10
Saves: Fighter
Att: Fighter

Benefits:
1: Spirit of Battle 3/day (+1/level to AC, +1 per Cha mod, +1/level +1 divine damage on main weapon)
2:
3: Leader of Warriors 3/day (imbue allies' weapons/armor with power, +4 saves vs. fear)
4:
5: Warcry 3/day (sonic effect, will save allowed: save = daze for 1d6 rounds, fail = paralysis for 1d6 rounds)

Could we get a bit of a breakdown, with examples of the math, for the "spirit of battle" class feature?

I understand that there is an AC bvonus equal to # of levels in warblade.... but what kind of bonus is the +1 per CHA mod bonus?

And for the divine dmg bonus, is it your warblade class level+1 in extra dmg? (so the max would be 6?)

Also, when you say "imbue allies' weapons and armor with power" what does that mean mechanically?

bump
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Post by The Amethyst Dragon Fri Jul 31, 2009 12:26 am

Fix for these will be in after the new haks go live (early next week). Stats on abilities will go up at that time too.
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Post by RustyDios Sat Aug 29, 2009 12:57 pm

Can we get this information on the Aene PrC's stickified and put in say.. the FAQ section... all the semi-classes are there.. I just think these should be as well...
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Post by MannyJabrielle Sat Apr 23, 2011 12:03 am

daveyeisley wrote:

Could we get a bit of a breakdown, with examples of the math, for the "spirit of battle" class feature?

I understand that there is an AC bvonus equal to # of levels in warblade.... but what kind of bonus is the +1 per CHA mod bonus?

And for the divine dmg bonus, is it your warblade class level+1 in extra dmg? (so the max would be 6?)

Also, when you say "imbue allies' weapons and armor with power" what does that mean mechanically?

From what I've seen with my warblade:

Spirit of Battle: For 5 rounds per warblade level, you gain +1 divine damage per warblade level + your charisma modifer, and +1 AC per warblade level + charisma modifer in dodge AC.

Leader of Warriors performs just the same, but applies the bonuses to allies within range as well (not confirmed... they get the visual, but I haven't actually checked with them to see if they're getting the damage/AC bonus as they should). Have not confirmed if the ability is giving the +4 to fear saves as stated.

So.... For either of these two abilities...

For a warblade 1 with 10 charisma: He would gain +1 divine damage, and +1 dodge AC for 5 rounds.

For a warblade 5 with 10 charisma: He would gain +5 divine damage, and +5 dodge AC for 25 rounds.

For a warblade 1 with 20 charisma (+5 modifier): He would gain +6 divine damage, and +6 dodge AC for 5 rounds.

For a warblade 5 with 20 charisma (+5 modifier): He would gain +10 divine damage, and +10 dodge AC for 25 rounds.

Dodge AC stacks with itself, so you could fire off both abilities (Spirit of Battle, and Leader of Warriors) one after the other and gain the dodge AC from both (up to the +20 cap of course). The damage does not stack however, so you would only recieve your bonus damage from one, not both. Each ability has 3 uses per day.

------------

Warcry (Not to be confused with the bard spell of the same name): This ability stuns enemies for 1d6 rounds, dazes them for 1d6 rounds should they make their save. Both paralysis and daze respect their relevant immunities. From what I can figure out, the save is DC 18 + Charisma modifer. This ability has 3 uses per day.
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Post by The Amethyst Dragon Sat Apr 23, 2011 3:17 am

Warcry save DC is 13 + Warblade level + Charisma modifier

For Spirit of Battle and Leader of Warriors, the damage bonus applied to the weapons scales upward based on both Warblade level and Charisma modifier:
Bonus = Warblade level + Charisma modifier
Damage bonus: This is a divine damage bonus up to +10. Each point above +10 (up to a total of +20), adds an extra point of magical damage (maxing out at Warblade 5 with 40 Charisma (5 + 15), with 10 points of divine damage and 10 points of magical damage).
AC Bonus: Dodge bonus, maxing out at +20
Durations: both damage bonuses on weapons and AC bonuses from these abilities last 5 rounds

Good catch on fear save bonus from Leader of Warriors...it was supposed to be in, but a typo in the script means it was not being applied (will be fixed for next module update).

Duration for fear save bonus is 1 game hour.

I'll post updated information on the website for the class soon.
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Post by MannyJabrielle Sat Apr 23, 2011 3:42 am

The duration on the spirit/leader abilities.... 5 rounds flat? The feat descriptions in-game say 5 rounds per WB level. If it's 5 rounds flat, making it the 5/wb level would be better.

The class has A very heavy list of requirements (several feats, +8 BAB, skill points, and deity restricted), and the abilities are limited uses per day.

Compared to divine might/shield, a paladin with the same charisma would get 5 less damage/AC, but have each use last 15 rounds, and get 9 uses of each... 30 total rounds for WB vs 135 rounds for paladin (if using both might/shield together... 270 rounds total if using just one at a time). If it's 5 rounds/WB level, that would be 150 rounds total.... which is a decent trade off since the WB doesn't get other charisma powered powers that the paladin does (divine grace, lay of hands, smite evil, turn undead).
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Post by The Amethyst Dragon Sat Apr 23, 2011 3:53 pm

The feat descriptions say 5 rounds per Warblade level? That must be what I intended then. I'll fix it in the scripts. Thanks. It's been over a year now since I added the class and didn't remember.
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Post by MannyJabrielle Sat Apr 23, 2011 5:07 pm

Woohoo!, er... ahem

aROO! Very Happy
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