Some stuff from Lost Empires of Faerun ...
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started by: Yume-kunYume-kun
on: 1215035101|%e %b %Y, %H:%M %Z|agohover
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maybe useful, maybe worthless, just FYI.
Some stuff from Lost Empires of Faerun ...
Yume-kunYume-kun 1215035101|%e %b %Y, %H:%M %Z|agohover

PrC: Glorious Servitor (7 level class)

Requirements:
Race: Human, Aasimar or Tiefling
BAB: +7
Skills: Diplomacy 6, Lore 6 (PnP: replace Lore with Knowledge (Mulhorand) 6, Knowledge (Religion) 6)
Feats: Godsight, Improved Turning (down at the feat list)
Spellcasting: 2nd level divine spells

HD: d8
AB: Medium
High Saves: Will

Proficiencies: Shortsword, longsword, khopesh, all shields except tower shields.

Spellcasting progression: None

Level 1: Bestial Form, Fearlessness, Spell Resistance
Level 2: Divine Shield +2, STR +1
Level 3: Divine Voice, True Seeing
Level 4: Divine Shield +4, STR +1 (cumulative +2)
Level 5: Greater Command, immune to poison
Level 6: Divine Shield +6, STR +1 (cumulative +3)
Level 7: Divine transformation, mass cure light wounds

Bestial Form: the Glorious Servitor can assume animal form (PnP: per the patron deity) for 1 hour per use; can use this ability 1/day per level of Servitor.

Fearlessness: Immune to fear

Spell Resistance: 12+ Glorious Servitor level

Divine Shield: deflection bonus to AC while in Bestial Form

Divine Voice: can speak/cast spells in bestial form (PnP: only verbal; must still Still Spell/Natural spell for somatic components)

True Seeing: per the spell, usable 1/day at character level

Greater Command: Usable 1/day with a caster level equal to character level

Divine Transformation: change type to Outside(native)

Mass Cure Serious wounds: usable 1/day with caster level equal to character level

PrC: Sunmaster (10 level class)

Requirements:
Alignment: any Lawful
Skills: Lore 8 (PnP: Knowledge (History) 8, (Geography) 8, (Religion) 4, Language (Loross) 4)
Feat: Servant of the Fallen (Amaunator) (explained in the Feats section)
Spellcasting: 2nd level divine spells
(PnP: Domains: Law and Sun)

HD: d8
AB: Medium
High Saves: Fort and Will

Proficiencies: None
Spellcasting progression: Divine, full

Level 1: Sun spells as normal cleric spells (Basically as NWN2 already treats Domain Spells)
Level 2: Glaring Eyes 1/day
Level 3: Fire Resistance 5
Level 4: Law spells as normal cleric spells (as the Sun spells)
Level 5: Glaring Eyes 2/day
Level 6: Fire Resistance 10
Level 7: Planning Domain
Level 8: Glaring Eyes 3/day
Level 9: Fire Resistance 15
Level 10: Sunform

Glaring Eyes: Spell-like ability per the Searing Light spell, cast at character level. Character cannot be blinded (or dazed by spells with the Light Descriptor)

Sunform: Take on the form of an insubstantial ball of bright glowing light (effect as daylight spell for illumination) with a fly speed of 120 feet with perfect maneuver, and immunity to fire, light and air spells.
While in this form, you have a melee touch attack that does 6d6 points of fire damage.
Duration: 10 rounds, usable 1/day; equivalent to an 8th level spell.

Feats:

Arcane Transfiguration:
Requirements: Item Reprieve, Spell Reprieve, specialist wizard level 10th or better
Pick a school of magic prohibited to you by specialization. You can learn and cast spells from that school normally.
Special: the Reprieve feats must match the school chosen for this feat, and it may only be chosen once.

Channel Charge:
Requirements: Use Magic Device 5, ability to cast 4th level spells
When triggering an item that has charges, you can sacrifice a prepared spell or spell slot instead of using charges.
The sacrificed spell (slot) must be of one level higher than the level of the desired effect from the item.
Make a DC 15 UMD check; if succes: use spell slot; if failed, lose spell slot and 1 charge.

Godsight (regional feat):
Requirements: CHA 13, Human, Aasimar, Tiefling
Gain the following spell-like abilities, all usable 3/day:
Detect evil, detect magic, detect poison, detect undead, read magic
Caster level equals character level; may only be chosen at 1st level

Greenbound Summoning:
Requirement: ability to cast summon nature's ally
All animals summoned using the required spell gain the Greenbound template.
(Greenbound Template: type changes to plant, DR 10/magic & slashing, Fast Healing 3, Resist Cold & Electricity 10, +6 STR, +2 DEX, +4 CON, +4 CHA, +16 Move Silently/Hide in forests, CR+2, ECL+8)

Item Reprieve:
Requirements: Spell Reprieve, specialist Wizard level 5th
Pick a school of magic prohibited to you by specialization. You can use magic items with abilities from that school normally.
Special: the Spell Reprieve feat must match the school chosen for this feat

Jergal's Pact:
Requirements: Knowledge (History) 4, Great Fortitude
+2 on all saves to resist negative levels; if the efect allws a Fortitude save to remove it, it can be attempted after 1 hour instead of the normal amount of time.

Servant of the Fallen:
Requirements: Cleric level 1st
You can name a dead or forgotten god and still receive cleric spells and power; can callupon the remnants of the dead god to gain a +1 luck bonus on any one die roll once a day.

Spell Reprieve:
Requirements: Knowledge (History) 2, Specialist Wizard level 1st
Choose a spell of a level you can cast, from a school prohibited to you; you can learn and prepare that spell normally.
Can choose multiple times; a new spell is chosen each time.

Trapmaster:
Requirements: INT 13, Trap Sense +2
Increases Trap Sense bonus by 4, adds +2 to all Disable Device checks.

Wounding Spell (Metamagic):
Requirement: Knowledge (history 4), Empower Spell
Adds wounding property to any spell cast; raises spell slot level used by 2

last edited on 1215035209|%e %b %Y, %H:%M %Z|agohover by Yume-kun + show more
unfold Some stuff from Lost Empires of Faerun ... by Yume-kunYume-kun, 1215035101|%e %b %Y, %H:%M %Z|agohover
Re: Some stuff from Lost Empires of Faerun ...
Yume-kunYume-kun 1215036269|%e %b %Y, %H:%M %Z|agohover

Spells:

Ray of Resurgence
Level : Cleric 1, Sorc/Wiz 2
School: Evocation
Components: V, S
Range: Close (25ft + 5ft/2 levels)
Target: 1 creature
Duration: instant
Save: Fort negates (Harmless)
SR: Yes (harmless)

- Restores up to 1 point/caster level of Strength damage (max 5)
- Negates Strength penalties affecting the target up to 1d6+1/caster level (max 5)
- Makes an exhaused character fatigued, and removes fatigue from a character.

Sandblast:
Level : Sorc/Wiz 6
School: Evocation
Components: V, S
Range: Cone, 60ft
Duration: instant
Save: Fort partial
SR: Yes

Blast out a cone of sand and howling wind,dealing 6d8 damage and subjectign the target(s) to hurricane force winds blowing them away from you.
Blows away Medium size and smaller; knocks down Large creatures and checks Huge and larger ones.
Those that succeed on their save take half damage and ignore the wind effect.

Sun Scepter:
Level : Cleric 6
School: Conjuration (Creation, Lawful, Light)
Components: V, S
Range: Self
Target: Self
Duration: 1 round/level
Save: No
SR: No

Conjures a radiant, macelike scepter dealing 2d6 bludgeoning damage with the axiomatic, disruption, and flaming burst special abilities.
Vanishes as soon as it is dropped, handed off or otherwise unequipped.

Theskyn's Hearty Heave
Level : Sorc/Wiz 2
School: Conjuration (Force)
Components: V, S
Range:10ft
Target: 1 creature/3 levels
Duration: Instantaneous
Save: No
SR: Yes

Blasts all nearby foes with a wave of force that pushes them away from you; acts like a Bull Rush from a Large Foe with a STR score of 20+Caster level (up to 25)

Tyche's Touch
Level : Cleric 2
School: Abjuration
Components: S
Range: Touch
Target: 1 living creature
Duration: 24 hours or until discharged.
Save: Will negates
SR: Yes

Operates as either a blessing or a curse:

Blessing: +4 on the first, +3 on the second, +2 on the third and +1 on the fourth saving throw made by target after casting this spell on target.
Curse: -4 on the first, -3 on the second, -2 on the third and -1 on the fourth saving throw made by target after casting this spell on target.

A target cannot be affected by more than one Tyche's Touch, and the opposite effects automatically counteract each other.

last edited on 1215036289|%e %b %Y, %H:%M %Z|agohover by Yume-kun + show more
unfold Re: Some stuff from Lost Empires of Faerun ... by Yume-kunYume-kun, 1215036269|%e %b %Y, %H:%M %Z|agohover
Re: Some stuff from Lost Empires of Faerun ...
KaedrinKaedrin 1215154007|%e %b %Y, %H:%M %Z|agohover

Some of it can be done and a lot can't. That book has a bunch of "specialty" stuff in it like Unapproachable East.

unfold Re: Some stuff from Lost Empires of Faerun ... by KaedrinKaedrin, 1215154007|%e %b %Y, %H:%M %Z|agohover
Re: Some stuff from Lost Empires of Faerun ...
Yume-kunYume-kun 1215157927|%e %b %Y, %H:%M %Z|agohover

I know; I already did a first cut by picking what to post and picking what I thought was the most viable to implement - hence this is a FYI post …

unfold Re: Some stuff from Lost Empires of Faerun ... by Yume-kunYume-kun, 1215157927|%e %b %Y, %H:%M %Z|agohover
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