Alangara custom class - Spiritmaster.

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tarashon
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Joined: Sun Jan 11, 2015 6:27 pm

Alangara custom class - Spiritmaster.

Post by tarashon » Tue Feb 28, 2017 4:06 pm

Class - Spiritmaster
Prequisite - Barbarian level 1
Multiclass - Barbarian only.
Hitdice - d8 .
Attacks per rounds - 3/4 ( as Bards )

( Advice – get 4 barbarian levels before level 20 to get 4 attacks per round. )

Description.
The Spiritmaster is attuned to the spirits of the wild, usually via a direct bond to Gaia, although this may not be the case. The Spiritmaster honors the ancient traditions of the tribes and as such forfeits the use of ranged weapons. The Spiritmasters serves as both guides and advisers to their tribes as well as providing valuable prayerlike abilities to boost, cure and heal their allies. Furthermore the Spiritmaster calls upon the aid of nature spirits by directly summoning them to aid in combat.

The Spiritmaster is unique in several ways. First of all their powers actually also grows with barbarian levels so their strength is based upon their personal progress with both barbarian and Spiritmaster training.
Secondly almost all their powers are instantly activated and do not have uses per day but rather time until next use.
Only levels in Spiritmaster grants them new powers.

List of powers.

Level 01 – Flamegrasp.
Effect - Shoots out a fiery embrace on target creature.
Damage – ( level*1d4 ) + 10
Downtime – 2 rounds.

Level 02 – Heroic Shield.
Effect - Grant the target creature both regeneration and dodge AC of same power.
Strength – ( level/10 ) +2
Duration – 5 turns.
Downtime – 5 rounds.

Level 03 – Wildshape 1
As per the druidic spell of same name.

Level 04 – Summon Spirit.
Effect - Summons a spirit to aid the caster in battle. These unique creatures change per every two levels.
Duration – permanent ( until rest )
Downtime – 5 turns.

Level 05 – Nature’s Fountain.
Effect - Temporarily petrifies the Spiritmaster while healing all in a huge radius in three bursts.
Strength – ( level*1d4) +10 , per burst.
Downtime – 1 Turn.

Level 06 – Wildshape 2

Level 07 – True stride.
Effect - Grants the target creature a combination of haste and Freedom of movement.
Duration – 5 turns.
Downtime – 5 rounds.

Level 08 – Wildshape 3.

Level 09 – Spirit weapon.
Effect - Charge all worn and natural weapons of target creature with the power of lightning.
Strength – 2d8 Electrical.
Duration – 10 turns.
Downtime – 5 rounds.

Level 10 – Replenishment.
Effect - Heals the target while removing almost all harmful effects.
Strength – ( level*2d8 ) +50.
Downtime – 2 turns.

Level 11 – Ember Heart.
This power imbues the target creature with both resistance from fire and acid as well as a combined damage shield of both.
Effect - Resistance – 10, each.
Damage – ( level/2 ) + 1d6 , each.
Duration – level*2 rounds.
Downtime – 1 round.

Level 12 – Gaia’s Blessing
By tapping into the spiritside of nature the Spiritmaster grants the target creature the blessing of Gaia.
Effect – Strenght, Dexterity, Constitution and To Hit, are all boostet with +2. ( This stacks with other such spell types )
Duration – 10 turns.
Downtime – 5 rounds.

Level 13 – Wildshape 4

Level 14 – Rain of Gaia
While turning into stone the Spiritmaster summons a collossal raincloud raining positively charged water over the area centered on the Spiritmaster Self.
Effect – Positive damage to all enemies in area.
Strength - ( level *2 ) +20 , per round.
Duration – 5 rounds.
Downtime – 3 turns.

Level 15 – Spirit Bond
By strengthening the bond between the summoned spirit and the spiritplane the Spiritmaster empowers the summoned aid and any dominated with animal empathy aswell. This is stackable with Gaia's Blessing.
Effect – Str +10, ToHit +5 and immunity mind spells.
Duration – 10 turns
Downtime – 1 turns.

Level 16 – Wildshape5

Level 17 – Epic energy resistance fire 1

Level 18 – Epic energy resistance cold 1

Level 19 – Epic energy resistance electricity 1

Level 20 – * To be decided *


The spiritmaster is now fully integrated in the live server - all that needs to be decided if the given powers should be tweaked and what power they should get at level 20 since that is the last level of the class. If we later on decide to shift some of all the Wildshape is also to be decided.

So try something completely new in NWN and go for a little diablo style ;)

/Tarashon

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