From Amnesy
True Frost - Path decommission
The path will be soon disabled for new characters, while the existing characters will be migrated to a new class.
Invoker: New base class(es)
Invoker is a base class that uses (mana-like) resources to cast spells which for the time being will be referred to as Invoker's Pool (IP). Spell cost varies on class level and spell level, but it can be also modified by casting the same spell twice (doubles the cost) or equipping specific items (which will be added in the future).
Due to NWN limitation, Invoker is broken down into 2 selectable classes:
+ Elementalist
+ Hemomancer
*Disclaimer: PGCC testing will be used to balance quicks and features of the classes; please be aware that nerfs are likely.
[Elementalist]
Invoker trained to gather and use surrounding energy to cast spells. It is the closest to what the True-Frost path was.
Basics:
[Requirements]
Alignment restrictions: none
[Class Features]
Hit die: d6
Proficiencies: weapons (simple), armor (light)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft
Unavailable feats: weapon specialization
Primary saving throw(s): will
Base attack bonus: +1/2 level
Spellcasting: Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Invoker Pool serves as a payment for casting spells.
[Class Features - Epic]
Bonus feats: The epic Elementalist gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, epic spell: planar conduit, great charisma, improved combat casting.
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape.
Features per level:
5th Path Selection; Path Feature I
10th Path Feature II; Auto Quicken I; Invoking Adept
15th Path Feature III; Auto Quicken II
20th Path Feature IV; Invoking Mastery
21st Epic Arcane Caster
23th Epic Bonus Feat
26th Epic Bonus Feat
28th Enchew Spell Components
29th Epic Bonus Feat
Invoker Pool:
Max IP 100
Max Rest IP 75
IP Heartbeat < 20 20
IP Heartbeat 20..50 15
IP Heartbeat > 50 10
On Rest 7.5 / tick
*Max rest IP means the rest will only increase IP to 75%. Heartbeat can increase it further to 100%.
Passives (effects are not cumulative):
Fire:
>Path Feature I
Energy Resistance: 10
Save Bonus: Universal +1
AC bonus: Deflection +1
>Path Feature II
Energy Resistance: 10
Save Bonus: Universal +2
AC bonus: Deflection +2
Immune to Sleep
>Path Feature III
Energy Resistance: 20
Save Bonus: Universal +3
Immune to Sleep
AC bonus: Deflection +3
Skill Bonus: Leadership +5 (soft)
>Path Feature IV
Energy Resistance: 30
Save Bonus: Universal +4
Immune to Sleep
AC bonus: Deflection +4
Skill Bonus: Leadership +5 (soft)
Skill Bonus: Intimidate +5 (soft)
Air:
>Path Feature I
Energy Resistance: 10
Concealment: Ranged Attacks: 20%
>Path Feature II
Energy Resistance: 10
Concealment: Ranged Attacks: 30%
Movement Speed Increase: 10%
>Path Feature III
Energy Resistance: 20
Concealment: Ranged Attacks: 40%
Movement Speed Increase: 10%
AC bonus: Dodge +2
Skill Bonus: Climb +6 (soft)
>Path Feature IV
Energy Resistance: 30
Concealment: Ranged Attacks: 50%
Movement Speed Increase: 20%
AC bonus: Dodge +3
Skill Bonus: Climb +10 (soft)
Earth:
>Path Feature I
Energy Resistance: 10
Damage Reduction: 2/+5
>Path Feature II
Energy Resistance: 10
Damage Reduction: 3/+5
Immunity to Poison
>Path Feature III
Energy Resistance: 20
Damage Reduction: 4/+5
Damage Immunity: 5% vs Piercing
Skill Bonus: Discipline +6 (soft)
Immunity to Poison
>Path Feature IV
Energy Resistance: 30
Damage Reduction: 5/+5
Damage Immunity: 5% vs Piercing
Damage Immunity: 5% vs Slashing
Skill Bonus: Discipline +10 (soft)
Immunity to Poison
Water:
>Path Feature I
Energy Resistance: 10
Regeneration: 1
Water Breathing
>Path Feature II
Energy Resistance: 10
Regeneration: 1
Water Breathing
AC bonus: Natural +2
>Path Feature III
Energy Resistance: 20
Regeneration: 2
Water Breathing
AC bonus: Natural +3
Skill Bonus: Sail +6 (soft)
>Path Feature IV
Energy Resistance: 20
Regeneration: 3
Water Breathing
AC bonus: Natural +5
Skill Bonus: Sail +10 (soft)
Signature Spells:
Elemental_Hammer
Caster Level(s): Invoker Elementalist 5
School: Evocation
Components: Verbal, Somatic
Range: Area
Area of effect: Large
Duration: Instant
Save: Will
Spell Resistance: yes
Description: You invoke an elemental explosion to daze your foes. All creatures within the selected area will take damage (will halves) and are potentially dazed for 1 round (Will negates). The impact has a chance to lower the reflex save of the targets for 1 round (-2). Damage type depends on elementalist's chosen element and Invoker's Pool(IP) (Below 50 damage is elemental; above 50 damage is force); damage is d6 per caster level (max 15d6).
Elemental_Annihilation
Caster Level(s): Invoker Elementalist 9
School: Evocation
Components: Verbal, Somatic
Range: Area
Area of effect: Large
Duration: Instant
Save: Special
Spell Resistance: yes
Description: You invoke a potent explosion to crush your foes. All creatures within the selected area will take damage (reflex halves) and are potentially dazed for d3 rounds (Will negates). Damage type depends on elementalist's chosen element and Invoker's Pool(IP) (Below 50 damage is elemental; above 50 damage is force); damage starts at 4d per caster level and grows with IP.
IP > 25% damage changed to d6
IP > 40% damage changed to d6 + CL, DC +1
IP > 75% damage changed to d8
IP > 90% damage changed to d8 + CL, DC +1
*Disclaimer: The spell Elemental_Annihilation daze effect might be removed during testing, or the daze effect DC will be lowered. I am keen to hear your feedback.
[Hemomancer]
Invoker trained to burn own life's energy to cast spells.
Each spell invoked has a % chance to award the caster with a Blood Stack (1 each, 10 max). Blood Stacks (BS) are consumed by signature spells and abilities, the effects will be the more potent the more BS are burned.
Starting from the 2nd level, hemomancer gains Red Harvest ability (works only against living targets), which can leech life force off a target and restore some of IP. It is stronger the more BS it consumes.
Hemomancer path spells are can't surge.
*Disclaimer: Please already take into account to be gentle with RPing Hemomancy (PG13).
Basics:
[Requirements]
Alignment restrictions: non-good
[Class Features]
Hit die: d6
Proficiencies: weapons (simple), armor (light)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, sail, spellcraft
Unavailable feats: weapon specialization
Primary saving throw(s): fort, will
Base attack bonus: +1/2 level
Spellcasting: Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Invoker Pool serves as a payment for casting spells.
[Class Features - Epic]
Bonus feats: The epic Hemomancer gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, epic spell: planar conduit, great charisma, improved combat casting.
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape.
Blood Stack chance:
Spell level 1: 5%
Any other spell level: SL*9 %. i.e 5th tier spell 45%.
A blood stack gain is additionally telegraphed by taking unavoidable bleeding damage (with vfx).
Spell level 1..3 : 1 dmg
Spell level 4..6 : 2 dmg
Spell level 7..9 : 3 dmg
Features per level:
Level Feats
2nd Red Harvest Ability
10th Path Feature I; Auto Quicken I; Invoking Adept
15th Path Feature II; Auto Quicken II
20th Path Feature III; Invoking Mastery
21st Epic Arcane Caster
23th Epic Bonus Feat
26th Epic Bonus Feat
28th Enchew Spell Components
29th Epic Bonus Feat
Invoker Pool:
Max IP 75
Max Rest IP 50
IP Heartbeat < 20 5
IP Heartbeat 20..50 2.5
On Rest 3.5 / tick
Red Harvest Varies.
Passives (effects are not cumulative):
>Path Feature I
Skill Bonus: Concentration +3
Save Bonus: Death +1
Save Bonus: Fear +2
>Path Feature II
Skill Bonus: Concentration +6
Save Bonus: Death +2
Save Bonus: Fear +4
Regeneration: 1
Immunity to Disease
>Path Feature III
Skill Bonus: Concentration +9
Save Bonus: Death +3
Regeneration: 1
Immunity to Disease
Immunity to Fear
See Invisible
Signature Ability:
Red Harvest:
A short-range ability to leech living targets and regain IP. (Burns blood stacks).
DC 16 + CHA MOD + Spell foci (evocation)
CD 18 seconds.
Does not work on: Objects, Constructs, Elementals, Oozes, Undead (except vampires).
Dmg type: Bleeding.
Dmg: d6 / 2 CL + d6 / 1 blood stack.
Healing: 25% of the damage done.
Invoker Pool leeching:
1 + (1 from CLs: 10, 20, 27) + 1 per [BS] (min 1 max 14).
Blood Stack [BS] burn:
>= 1
+Food, +Water by [BS] amount.
>= 3
Healing: 33% of the damage done.
>=5
If the target is not fear immune and fails will save against fear it will be panicked for 6 seconds.
>= 6
Healing: 50% of the damage done.
>= 9
Healing: 75% of the damage done.
==10
Apply empowerment to the caster for 2 in game-hours: Increase dodge AC 3, regeneration 1, Damage Immunity 10%.
Signature Spells:
Massacre (Burns blood stacks).
Caster Level(s): Invoker Hemomancer 7
School: Evocation
Components: Verbal, Somatic
Range: Target
Area of effect: Large, centered on the target
Duration: Instant
Save: Special
Spell Resistance: yes
Description: You attempt to overcharge the target and make it explode. On the failed save, the target takes twice the caster level d4 (max 40d4) damage, fortitude divides the damage by 10, and forces the target to save against fear or be panicked for 1 round. If the target dies from the damage received blood rain is summoned, it weakens all creatures on its path. The spell is more potent with each consumed Blood Stack.
Does not work on: Objects, Constructs, Elementals, Oozes, Undead (except vampires).
Dmg type: Bleeding.
Blood Stack [BS] burn:
>=3
DC +1
>=6
CL is added to dmg.
>=8
DC +1
Dice changes to d6
>=10
CL is added to dmg.
Demoralization debuff:
Will save or: - 2 to AC, Saves, AB. -4 to skills (2 rounds).
Soul_Shriek (Burns blood stacks).
Caster Level(s): Invoker Hemomancer 9
School: Evocation [Death]
Components: Verbal, Somatic
Range: Area
Area of effect: Colossal, centered on caster
Duration: Instant
Save: Fortitude
Spell Resistance: yes
Description: You invoke an eruption of primal angst. Each creature within range is subject to 5 damage per caster level. The spell is more potent with each consumed Blood Stack; max damage is capped at 250.
Deathward protects against the spell (as anything with death immunity) - think of banshee's but dmg and effects instead of save or die.
Dmg type: Entropy.
Blood Stack [BS] burn:
>=2
Dmg CL*6
>=4
Dmg CL*7
DC+1
>=6
Dmg CL*8
>=8
Dmg CL*9
==10
Dmg CL*10
DC+1
[Spellcasting]
To cast a spell Invoker has to pay points from Invoker Pool [IP].
If there is not enough [IP] the spell will fail.
The cost of the spell is determined by:
- Invoker level (Novice, Adept, Master (See class features per level, the novice is not mentioned duh))
- Spell level
- Spell itself (for balance some spells have added cost)
- Continuous casting (casting the same spell consecutively makes the base cost double)
- Items (some items in the future will lower the spell cost, mainly future invoker armors)
SPELL_LEVEL SPELL_COST_NEWBIE SPELL_COST_ADEPT SPELL_COST_MASTER
1 1.0 0.5 0.25
2 2.0 1.0 0.5
3 3.0 1.5 0.5
4 4.0 2.0 0.75
5 5.0 2.5 0.75
6 6.0 3.0 1.0
7 7.0 3.5 1.5
8 8.0 4.0 2.0
9 9.0 5.0 2.5
SPELL_NAME: EXTRA_COST
Acid_Fog +1
BalagarnsIronHorn +1
Bigbys_Clenched_Fist +2
Bigbys_Crushing_Hand +2
Bigbys_Disrupting_Hand +0.5
Bigbys_Forceful_Hand +0.5
Bigbys_Grasping_Hand +1
Bigbys_Interposing_Hand +0.5
Black_Blade_of_Disaster +2.5
Cloudkill +1
Daltims_fiery_Tentacles +5
Darkness +1
Elemental_Hammer* +1.5
Elemental_Annihilation* +2.5
Ethereal_Visage +1
Evards_Black_Tentacles +1
Feeblemind +1
Freedom_of_Movement +5
Greater_Spell_Breach +7.5
Greater_Spell_Mantle +3.5
Invisibility_Purge +2.5
Lesser_Spell_Breach +2.5
Mass_Haste +7.5
Mestils_Acid_Sheath +2
Mordenkainens_Disjunction +10
Negative_Energy_Protection +2.5
Power_Word_Kill +2
Power_Word_Stun +1
True_Seeing +5
Wall_of_Fire +2
Wall_of_Ice +2
Web +0.5
[Spelllist]
ELEMENTALIST SPELL_NAME:
1 Burning_Hands
1 Chromatic_Orb
1 Expeditious_Retreat
1 Grease
1 Horizikauls_Boom
1 Ice_Dagger
1 Mage_Armor
1 Magic_Missile
1 Shield
2 Combust
2 Continual_Flame
2 Elemental_Weapon
2 Frostbite
2 Gedlees_Electric_Loop
2 Gust_of_Wind
2 Lesser_Dispel
2 Remove_Paralysis
2 Scorching_Ray
2 Sound_Burst
3 Call_Lightning
3 Fireball
3 Flame_Arrow
3 Frost_Nova
3 Lightning_Bolt
3 Scintillating_Sphere
3 Slow
3 BalagarnsIronHorn
4 Bigbys_Disrupting_Hand
4 Flame_Shield
4 Frost_Shield
4 Ice_Storm
4 Sound_Lance
4 Wall_of_Fire
4 Wall_of_Ice
5 Bigbys_Interposing_Hand
5 Cone_of_Cold
5 Elemental_Hammer*
5 Feeblemind
5 Firebrand
5 Lesser_Spell_Mantle
5 Lightning_Shield
5 Ball_Lightning
6 Bigbys_Forceful_Hand
6 Chain_Lightning
6 Energy_Buffer
6 Freedom_of_Movement
6 Freeze
6 Inferno
6 Lesser_Spell_Breach
6 Mestils_Acid_Sheath
7 Bigbys_Grasping_Hand
7 Daltims_fiery_Tentacles
7 Delayed_Blast_Fireball
7 Fire_Storm
7 Prismatic_Spray
7 True_Seeing
8 Earthquake
8 Great_Thunderclap
8 Sunbeam
8 Sunburst
8 Bigbys_Clenched_Fist
9 Bigbys_Crushing_Hand
9 Elemental_Annihilation*
9 Iceberg
9 Mass_Haste
9 Meteor_Swarm
9 Mordenkainens_Disjunction
9 Spell_Mantle
HEMOMANCER SPELL_NAME:
1 Expeditious_Retreat
1 Grease
1 Ice_Dagger
1 Mage_Armor
1 Protection_from_Alignment
1 Ray_of_Enfeeblement
1 Shield
2 Combust
2 Continual_Flame
2 Darkness
2 Gedlees_Electric_Loop
2 Gust_of_Wind
2 Lesser_Dispel
2 Remove_Paralysis
2 Sound_Burst
2 Ultravision
3 BalagarnsIronHorn
3 Call_Lightning
3 Death_Armor
3 Flame_Arrow
3 Lightning_Bolt
3 Scintillating_Sphere
3 Web
4 Bigbys_Disrupting_Hand
4 Contagion
4 Fear
4 Finger_of_Agony
4 Ice_Storm
4 Invisibility_Purge
4 Negative_Energy_Protection
4 Neutralize_Poison
4 Poison
5 Bigbys_Interposing_Hand
5 Cloudkill
5 Darkbolt
5 Enervation
5 Ethereal_Visage
5 Feeblemind
5 Lesser_Spell_Mantle
5 Nightmare
5 Remove_Curse
5 Wounding_Whispers
6 Acid_Fog
6 Bestow_Curse
6 Bigbys_Forceful_Hand
6 Evards_Black_Tentacles
6 Freeze
6 Lesser_Spell_Breach
7 Bigbys_Grasping_Hand
7 Hell_Inferno
7 Massacre*
7 Power_Word_Stun
7 True_Seeing
7 Vitriolic_Sphere
8 Avascular_Mass
8 Bigbys_Clenched_Fist
8 Earthquake
8 Great_Thunderclap
8 Greater_Spell_Breach
8 Horrid_Wilting
9 Bigbys_Crushing_Hand
9 Black_Blade_of_Disaster
9 Energy_Drain
9 Greater_Spell_Mantle
9 Iceberg
9 Power_Word_Kill
9 Soul_Shriek*
[Restrictions]
- Invoker will not gain the benefit of the Dark Blessing class feature (Cha to saves).
- Invoker will not gain the benefit of the Divine Grace class feature (Cha to saves).
- Invoker will not gain the benefit of Divine Shield feat (Cha to AC).
- Invoker sub-classes (Elementalist - Hemomancer) can't be mixed, one prevents the other.
- Invoker, as a caster with unique mechanics, can't be mixed with other full casters: Druid, Cleric, Sorc, Wiz, FavSoul, Shaman (it will force 1 level retake).
[TESTING Restrictions]
While invoker sub-classes are added to PGCC for testing, to avoid holding updates on other HAK-related areas the classes will appear on the live server as well. BUT:
- Creating invoker classes on a fresh PC will result in instant deletion of said character.
- Multiclassing into invoker classes on an existing PC will result in a forced 1-level re-level.
Testing restrictions will be taken down once the class is ready to migrate from PGCC to live.
Link to tables:
https://drive.google.com/file/d/10cOniB ... sp=sharing