[img]https://clan.cloudflare.steamstatic.com/images//27379329/05f82d6ec726e4ebc8a3726997aa03e3729b539f.jpg[/img] [h1]New Prestige Class: Eldritch Knight[/h1] [i][h3]An arcane spellcaster who augments his magical skills with combat to create a deadly combination of weapons and magic.[/h3][/i] Fearsome warriors and spellcasters, eldritch knights are rare among magic-users in their ability to wade into battle alongside fighters, barbarians, and other martial classes. Those who must face eldritch knights in combat fear them greatly, for their versatility on the battlefield is tremendous; against heavily armed and armored opponents they may level crippling spells, while opposing spellcasters meet their ends on an eldritch knights blade. [b]Base Classes: [/b]Because the road to becoming an eldritch knight requires both martial prowess and arcane power, eldritch knights almost always begin their paths as multiclassed characters, with fighter/wizard the most common combination. A few eldritch knights were once bards, and even paladin/sorcerers aren’t unheard of. They may be found wherever studies of the arcane are as prevalent as martial training. [b]Role: [/b]Eldritch knights blend the abilities of fighting classes and spellcasters, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable fighting in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies when the nature of an upcoming battle is unclear. [b]Alignment: [/b]The road to becoming an eldritch knight is as varied as the paths leading to apprenticeship under a wizard or a career as a soldier, and eldritch knights can therefore be of any alignment. Maintaining a balance between studies of arcane lore and martial techniques requires great discipline, however, and for that reason many favor lawful alignments. [b]Non-adventurers: [/b]Eldritch knights can be found wherever there’s a good fight or the promise of arcane lore. They find higher-level fighters and wizards particularly interesting, and some eldritch knights apprentice themselves for a time to learn the finer points of arcane technique or weapons prowess. Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers. [h3]Prerequisites:[/h3] [b]Feats: [/b]Martial Weapon Proficiency. [b]Spells: [/b]Ability to cast level-3 arcane spells. [h3]Class Features:[/h3] [b]Level Limit: [/b]10. [b]Hit Dice: [/b]d6. [b]Base Attack Bonus: [/b]Good. [b]Good Saves: [/b]Fortitude. [b]Key Abilities: [/b]Strength, Dexterity, Constitution. [b]Class Skills: [/b]Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense Motive, Spellcraft, and Swim. [b]Skill Points per Level: [/b]2 + Int modifier. [b]Weapon Proficiency: [/b]None. [b]Armor Proficiency: [/b]None. [b]Bonus Feats: [/b]Gains an extra feat at 1st level. Gains an extra feat every 4 levels after 10th level (14, 18...). [b]Bonus Spellcasting Level: [/b]When leveling up this class, the effective spellcasting level of a spellcasting class is also increased. [h3]Class Abilities:[/h3] [h3]Armoured Caster[/h3] At 1st level, spell failure chance suffered by an eldritch knight is decreased by 5%. It decreases by %5 every two levels thereafter (1, 3, 5...). [h3]Penetrating Strike[/h3] At 2nd level, an eldritch knight's weapon attacks ignore 2 points of damage reduction of any type. It increases by 2 points every two levels thereafter (2, 4, 6...). [h3]Eldritch Resistance[/h3] At 5th level, an eldritch knight gains a +1 bonus on his existing spell resistance. At 10th level, the bonus increases to +2. [h3]Auto Gained Abilities:[/h3] Lv 1 Armoured Caster (-5%) Lv 2 Penetrating Strike 2 Lv 3 Armoured Caster (-10%) Lv 4 Penetrating Strike 4 Lv 5 Eldritch Resistance +1, Armoured Caster (-15%) Lv 6 Penetrating Strike 6 Lv 7 Armoured Caster (-20%) Lv 8 Penetrating Strike 8 Lv 9 Armoured Caster (-25%) Lv 10 Eldritch Resistance +2, Penetrating Strike 10 [h1]New Epic Feats:[/h1] [h3]Epic Prowess[/h3] You gain great skill in combat. Gain a +1 bonus on all attacks. Special: You can gain this feat multiple times. Its effects stack. [h3]Epic Weapon Focus[/h3] You are especially good at using certain weapons. Add a +2 bonus to all attack rolls you make using a proficient weapon. [h3]Epic Weapon Specialization[/h3] You deal extraordinary damage wielding certain weapons.. Add +4 to all damage you deal using a proficient weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet. [h3]Devastating Critical[/h3] With certain weapons, you are capable of killing any creature with a single strike. When using a proficient melee weapon, whenever you score a critical hit the target must make a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.) [h3]Improved Multiattack[/h3] The creature is particularly adept at using all its natural weapons at once. The creature’s secondary attacks with natural weapons have no penalty. [h2]Rogue Exclusive:[/h2] [h3]Lingering Damage[/h3] Your sneak attacks continue to deal damage even after you strike. Any time you deal damage with a sneak attack, that target takes damage equal to your sneak attack bonus damage on your next turn as well. [h2]Monk Exclusive:[/h2] [h3]Legendary Wrestler[/h3] You are exceptionally proficient at grappling. You gain a +10 bonus on all grapple checks. Special: A monk can qualify for this feat without having the Improved Unarmed Strike feat. [h2]Bard Exclusive:[/h2] [h3]Inspire Excellence[/h3] You can improve the abilities of your comrades through your performance. You can use song or poetics to grant a bonus to one ability score to your allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). Each ally to be inspired gains a +4 competence bonus to the same ability score, which you must choose before you begin inspiring. Special: Inspire excellence is a supernatural, mind-affecting ability. This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities. [h3]Epic Inspiration[/h3] Your bardic music provides greater inspiration than normally possible. All competence bonuses, dodge bonuses, and morale bonuses granted by your bardic music ability increase by +1. If you have the inspire greatness bardic music ability, it grants one additional bonus HD. Special: You can gain this feat multiple times. Its effects stack. [h2]Arcane Archer Exclusive:[/h2] [h3]Improved Arrow of Death[/h3] Add +2 to the DC of your arrows of death. Special: You can gain this feat multiple times. Its effects stack. [h1]New Spells:[/h1] [h3]Dismissal[/h3] This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's level + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own. [h3]Banishment[/h3] A banishment spell is a more powerful version of the dismissal spell. It enables you to force multiple extraplanar creatures out of your home plane. As many as 2 levels of creatures per caster level can be banished. [h3]Delay Poison[/h3] The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. [h3]Light[/h3] This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. [h3]Darkness[/h3] This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed. [h3]Daylight[/h3] The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. [h3]Deeper Darkness[/h3] This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer. Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. [h3]Dancing Lights[/h3] This spell creates a faintly glowing, vaguely humanoid shape, shedding light as a torch. Each round, it automatically moves toward the dark area. [h3]Faerie Fire[/h3] A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. The faerie fire can be blue, green, or violet. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The faerie fire does not cause any harm to the objects or creatures thus outlined. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. [h3]Continual Flame[/h3] A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched. [h3]Others:[/h3] Horrid Wilting: affects enemies only Terrifying Rage: reduced rounds of effect: 4d6 -> 1d4 Canny Defense, Elaborate Parry: also applies to "armed" unarmed attacks or natural weapons Arrow of Death DC: ... + Cha modifier -> max of Int or Cha modifier Fixed: Spell Knowledge related bugs Fixed: Etherealness may cause AI freezes Fixed: charmed creatures make AOs against wrong targets Fixed: trigger effect area on ground while flying Fixed: level up spells UI sometimes show high-level spells wrongly [h1]New Adventure Mode Development Preview #1: Terrains[/h1] [img]https://clan.cloudflare.steamstatic.com/images//27379329/42ebd02374543d930e46ddedfa24b32517a4691c.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/2cd2005977dafaacebce8624c177b6707b557065.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/fa8c525c88591d3859269a15bc15febf34d52ae5.jpg[/img] [h3]Forest Terrain[/h3] Forest terrain can be divided into three categories: sparse, medium, and dense. An immense forest could have all three categories within its borders, with more sparse terrain at the outer edge of the forest and dense forest at its heart. [h3]Marsh Terrain[/h3] Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes, which effectively are a third category of terrain found in marshes. [h3]Hills Terrain[/h3] A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain is divided into two categories: gentle hills and rugged hills. Hills terrain often serves as a transition zone between rugged terrain such as mountains and flat terrain such as plains. [h3]Mountain Terrain[/h3] The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains. As characters ascend into a mountainous area, they’re likely to face each terrain category in turn, beginning with alpine meadows, extending through rugged mountains, and reaching forbidding mountains near the summit. [img]https://clan.cloudflare.steamstatic.com/images//27379329/aaf41e67fb080a9a00b1162dd23c03e66a49da7c.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/432ad8353d1db70d6ce37faa5849f417e4778956.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/ddfc0607f0a12ef6e8e17dcfbb5089889bab9fdf.jpg[/img] [h3]Desert Terrain[/h3] Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain. The three categories of desert terrain are tundra (cold deserts), rocky desert (often temperate), and sandy desert (often warm). [h3]Plains Terrain[/h3] Plains come in three categories: farms, grasslands, and battlefields. Farms are common in settled areas, of course, while grasslands represent untamed plains. The battlefields where large armies clash are temporary places, usually reclaimed by natural vegetation or the farmer’s plow. Battlefields represent a third terrain category because adventurers tend to spend a lot of time there, not because they’re particularly prevalent. [h3]Aquatic Terrain[/h3] Aquatic terrain is the least hospitable to most PCs, because they can’t breathe there. Aquatic terrain doesn’t offer the variety that land terrain does. Aquatic terrain can be simply divided into two categories: flowing water (such as streams and rivers) and nonflowing water (such as lakes and oceans). [img]https://clan.cloudflare.steamstatic.com/images//27379329/4aa680ff3add8f4809c124b89803cf7d36e02e1d.jpg[/img] [img]https://clan.cloudflare.steamstatic.com/images//27379329/437cc6e0e6c8c69e0dfbb5a3db993d4820178472.jpg[/img] [h3]Next, we'll work on (rough list):[/h3] Adventure mode, and its predecessor works: more prestige classes (Assassin, Elemental Lord), player races (Lizard Scion), feats and spells, etc. [b]Note: [/b]If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).