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arguskos
2010-07-11, 01:21 PM
So. Once upon a time, there was a modification for Baldur's Gate 2 called The Darkest Day (http://lion.phpwebhosting.com/~teambg/tdd/?color=B09800&sel=0) (or TDD for short). This mod was MAMMOTH in size and scope, adding dozens of hours of play time, almost 10 new NPCs, 40+ new kits, hundreds of spells and items, and more monsters than you can shake a stick at. However, it was also glitchy as all hell and failed pretty hard as a mod due to the bugs, and the fact that it wasn't originally designed for English, so the modder's grasp on the language was shaky at best. Still, I hate to let such a complex piece of work die, alone and unloved in a corner of the internet, and so I have decided to slowly update parts of it that I personally liked into 3.5 for all to use.

Disclaimer: The names and general idea in what follows is not my own, it belongs to the The Darkest Day team, whomever they may be. To them, I can only say, thank you for your hard work and obviously love of what you do. :smallredface:

Table of Contents:
Post #1: Introduction and ToC. (http://www.giantitp.com/forums/showpost.php?p=8898562&postcount=1)
Post #2: Spells. (http://www.giantitp.com/forums/showpost.php?p=8898570&postcount=2)
Post #3: Items. (http://www.giantitp.com/forums/showpost.php?p=8898583&postcount=3)
Post #4: Prestige Classes (adapted from Kits). (http://www.giantitp.com/forums/showpost.php?p=8898668&postcount=4)
Post #5: Overflow from Spells/Items and Conclusion. (http://www.giantitp.com/forums/showpost.php?p=8898670&postcount=5)

This project will be ongoing, so if you're interested, please keep me on track. I've got a busy life, and this might fall by the wayside, so please feel free to PM me if I don't add anything for awhile and be like "hey, argus, post more stuff!" :smallwink:

arguskos
2010-07-11, 01:22 PM
Post #2: Spells.

I plan to add a large number of the spells from TDD into 3.5, and hopefully use them personally in some games here (hey Temotei... :smallamused:).

Sor/Wiz Spells

Aura of Focus
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 5 rounds or until discharged
Saving Throw: Will neg (harmless)
Spell Resistance: Yes (harmless)

With a gesture and a word, your ability to focus multiples a hundredfold, blocking out all distractions.

Originally designed for mages entering mage duels, aura of focus has since found its way into the spellbooks of traveling mages who are frequently distracted. Once cast, aura of focus locks out all distractions and permits uninterrupted spell casting. The caster gains an untyped bonus to concentration checks equal to half their caster level.

Adrenaline Rush
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Area: a 10-ft burst
Duration: 5 rounds then 1 minute, see below.
Saving Throw: Fort neg
Spell Resistance: Yes

Your spell completed, the targeted area is bathed in enhancing magics, boosting the strength and speed of all creatures there.

A relation of bull's strength and similar spells, adrenaline rush is a much less discerning, and much more dangerous, spell. When cast, every creature in the area (foe and ally alike) must save against the effect. Anyone who succeeds gains a +2 enhancement bonus to Strength and a +10 ft enhancement bonus to their land speed. Anyone who fails gains a +4 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, and a +20 ft enhancement bonus to their land speed. These benefits last for five rounds.

When the spell's primary effects end, its secondary effects kick in. Any creature that made its save is fatigued for 1 minute. Any creature that failed is exhausted for 1 minute instead.

If a creature cannot become fatigued or exhausted, then adrenaline rush fails to affect it at all.

Material Component: a syringe or needle, worth 20 gp

Melf's Minute Meteors
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No

The spell finishes, and the gravel in your hand floats up and begins orbiting you, growing together until only a handful of red-hot rocks remain, spinning fast around you.

When cast, melf's minute meteors creates a number of small red-hot glowing rocks that can be hurled at targets. The spell creates 1 rock per caster level. The target of the spell can grab and throw one as a ranged touch attack, and each rock deals 1d6/2 caster levels fire damage to whatever it hits. Each rock vanishes once thrown, or when the spell ends if any are left.

Material Component: A handful of gravel.

Melf's Prismatic Shards
Evocation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action.
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No

This spell functions exactly like melf's minute meteors, but instead of each rock dealing fire damage, when a rock strikes a target, roll 1d8 and consult the following table:
{table=head]1d8 | Color | Effect
1 | Red | 10 fire damage
2 | Orange | 10 acid damage
3 | Yellow | 10 electric damage
4 | Green | 2 Con damage
5 | Blue | 10 cold damage
6 | Indigo | 10 sonic damage
7 | Violet | 2 Wis damage
8 | N/A | Roll twice again, disregard further 8's
[/table]

Material Component: a prism, worth 10 gp

Melf's Explosive Meteors
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 1 creature
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No

This spell functions exactly like melf's minute meteors, but instead of each rock dealing fire damage, each rock explodes on contact with its target. This explosion is 10-ft across, and deals 1d6/level fire damage, with a Ref save for half.

Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:



Clr/Drd Spells

Cloud of Pestilence
Necromancy
Level: Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft+10 ft/level)
Area: 40 ft burst
Duration: 1 round/level
Saving Throw: Fort neg, see below
Spell Resistance: No

Upon completion, a bank of sickly grey fog rolls over the area as if from another world, replete with foul stenches and a pervasive sense of wrongness....

A spell crafted by a druid who was furious with despoilers of nature, cloud of pestilence is effective, if ghastly. The fog functions as obscuring mist, but additionally, all creatures who begin their turns in the fog must make a Fort save or suffer wracking coughs and severe pain from the foulness adrift on the cloud, taking 1d4 Dex damage and becoming nauseated. Holding your breath is not effective against this spell.

Immunity to disease does not affect cloud of pestilence.

Sunscorch
Evocation [Light, Fire]
Level: Drd 1, Sun 2 (see below)
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/level)
Target: 1 creature
Duration: Instantaneous and 1 round
Saving Throw: Ref half
Spell Resistance: Yes

With a word, a beam of light erupted above the skeleton and struck it, illuminating it in a column of sunlight. When the light receded... the skeleton was but charred bones.

The spiritual child of searing light, sunscorch is at once more useful and less useful. Against undead or any creature vulnerable to light-based attacks, sunscorch deals 1d8/2 levels fire damage (max 5d8) and dazes them for 1 round. Against living, non-light vulnerable, creatures, sunscorch instead deals 1d6/2 levels fire damage (max 5d6) and dazzles them for 1 round. A successful save halves the damage and negates the secondary effect entirely. Sunscorch does not affect blind creatures or non-living, non-undead creatures, such as constructs (elementals, due to being alive, are affected normally).

At the player's option (with DM permission), sunscorch can be swapped into the Sun domain, replacing heat metal at level 2.

Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

arguskos
2010-07-11, 01:24 PM
Post #3: Items.

There are hundreds of new items in TDD, many of which I'd love to bring to light. Examples include Exitus Mitalbre, The Figurine of the Silver Sentient, Wilting's Edge, Dark Evolver, The Ring of Aravorn, and dozens more besides.

Exitus Mitalbre, Blade of Kings

WARNING: Exitus Mitalbre is an artifact in all sense of the word, both mechanically and in a story-sense. Do not introduce it if you're unwilling to handle the consequences of having such an item in your game.

Story:
"Exitus Mitalbre is an old blade with an equally old tale. The known tale begins with an unnamed paladin of a forgotten god, in a dusty corner of the Prime Material Plane. This paladin found the massive blade in an ancient crypt, far from any civilization, and upon grasping the hilt, heard the voice of a forgotten god of justice and truth in his mind. This paladin went on to become a renown defender of light and justice, of right all across his world, and eventually the planes themselves. As his death neared, he traveled to the gates of the Illuminated Heaven in Celestia, bowed before the gatekeeper, and humbly asked entrance. The gatekeeper, a solar named Xerona, asked the man why he deserved entrance. The paladin presented Exitus Mitalbre without a word. Xerona, realizing whose presence he stood in, kneeled before the old warrior, and said, "You may enter, worthy one." The man stood, planted the blade into the ground at the solar's feet, and walked into the Illuminated Heaven with nary another word.

From there, the blade passes out of memory, until several hundred years later, when a warrior was seen wielding it against an onrushing horde of fields. This unnamed soldier held a pass against five balors at once, thanks to the power of Exitus Mitalbre, and when finally he fell, the sword itself is said to have risen up and defended the pass and the warriors body until the invasion was defeated.

The sword vanished again, until a warrior calling himself Arthur appeared on a Prime world, wielding the weapon as a king of some note there. Apparently, it was a mighty weapon in his hands as well, but upon his death (of age, as it were), it was entombed with him.

It has clearly escaped his tomb, as now it rests before you. Exitus Mitalbre is a mighty blade, one that has forged kingdoms, made legends, and changed the course of worlds and history itself. Should you choose to take it up, know that it brings great power, but with that power comes great risk. Be wary, warrior, and always, be wise."
-Elder sage, Guardian of Exitus Mitalbre

Mechanics:
Exitus Mitalbre varies, depending on who holds it.

If touched by an evil creature, Exitus Mitalbre leaps up and assaults them as though a Paladin 20 with Power Attack and a strength of 36 wielded it. This continues until the evil character is slain, or repents their evil ways forevermore at the foot of the blade. If the repentance is false, the blade slays them. If it is true, the blade relents.

To a neutral character, it is nothing but a plainly adorned masterwork greatsword.

In the hands of a good non-lawful non-paladin, Exitus Mitalbre is a large steel greatsword with a hilt and crossguard of hammered gold that functions as a +1 holy keen greatsword.

In the hands of a true defender of all that is right and just, Exitus Mitalbre stands revealed for what it truly is: a blade almost 7 feet long made of purest silver and gold, with a pair of rubies at each end of the guard and a flawless diamond that glitters of its own accord at the pommel. In such a wielder's hands, Exitus Mitalbre is a +6 holy keen vorpal evil bane silvered adamantine cold iron greatsword of speed (it counts as adamantine, cold iron, and silver for the purposes of defeating SR; also, it functions as a bane weapon against any evil creature). Further, it has numerous unique abilities it grants to the wielder.

First, Exitus Mitalbre is semi-sentient, possessed of a great spirit of righteousness and justice, and cannot abide a wielder possessed of falsehood, arrogance, or selfishness. If ever the wielder denies a request for aid when it is in their power to aid that person, Exitus Mitalbre strips them of their paladin abilities until they repent and perform a charitable act.

Second, Exitus Mitalbre despises falsehood so much that when it is held, it emits a golden radiance out to 120 ft. Any illusions in this area are dispelled automatically.

Third, Exitus Mitalbre hates the abdication of free will. The bearer of the blade is immunized to all [mind-affecting] effects, as per mind blank.

Finally, Exitus Mitalbre has a special power against mages. Each time the blade is swung, the target of the attack is targeted by a chained greater dispel magic (caster level 20th) that affects them and all their allies. This is resolved prior to the attack resolution.

Exitus Mitalbre is an artifact, and thus has no price and cannot be reproduced.

arguskos
2010-07-11, 01:40 PM
Post #4: Prestige Classes.

Now, for the unaware, Baldur's Gate 2 was based on AD&D 2nd Edition rules, meaning there were no PrCs. Instead, you could choose a Kit when you made your character, which was a variant on a base class (Evoker was a Wizard kit, for instance). I am updating maybe 4 or 5 kits to be true prestige classes.

The Lord
http://fc04.deviantart.net/fs51/i/2009/261/9/4/Lord_Maxwell_Tyrosus_by_Wolfbeil.jpg
Courtesy of Wolfbiel on deviantArt.

A true champion of men, a lord is a born leader and general, a renown warrior, a master both on and off the field of battle. Lords come from many places, but all lords are born of battle, and most come from the ranks of knightly and paladin orders, for such men and women have the natural charisma and fighting skill to be worthy of the title of lord.

Lords are on the front lines with their soldiers and underlings, bolstering their morale and fighting alongside them. Lords do not sit back in their tents and direct, they get into the fray and bring the fight to their foes on the edge of a blade.

Hit Dice: d10

Prerequisites:
BAB: +6
Proficiencies: All martial weapons and all armor.
Feats: Leadership (see adaptation section)
Special: Any one or more of the following: Knight's Challenge; Smite Evil; Major Aura; or Favored Enemy (any). Base Leadership score of 10 or higher. You must have a non-magical cohort.

Adaptation: The Lord is a leader of men, necessitating Leadership for the prestige class. If you do not use Leadership, I would suggest you swap the Leadership prereq for Landlord (Stronghold Builder's Guide) and change the follower/cohort abilities of the Lord to enhance his stronghold instead. This represents a more "landed" sort of warrior, one who's personal magnetism lends itself to being a ruler of the peasantry rather than a general on the field of battle. The Lord could also easily be expanded to 10 levels if desired. Just combine the "landed" Lord and the "general" Lord concepts into one class.

Class Skills (4+Int modifier per level): The Lord's class skills are Diplomacy, Handle Animal, Knowledge (nobility and royalty), Knowledge (history), Ride, and Sense Motive.

The Lord
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Granted Title, Born Leader, Military Man

2nd|
+2|
+3|
+0|
+3|Master Tactician (atk/dmg)

3rd|
+3|
+3|
+1|
+3|Famed Leader

4th|
+4|
+4|
+1|
+4|Warrior's Heart, Master Tactician (saves)

5th|
+5|
+4|
+1|
+4|Leader of Lions[/table]

Weapon and Armor Proficiencies: Lords gain no proficiencies with weapons or armor.

Granted Title (Ex): All lords are part of an informal fraternity of other lords. When you take the first level of this prestige class, the fraternity contacts you and accepts you into their ranks. You may call upon this fraternity of lords for replacement followers/cohorts if you need to. Further, the cohort you gain from this fraternity of lords may be specified by yourself, but is always a martial character of some kind.

Born Leader (Ex): Lords have reputations, and when you are given the title of lord, you share in that reputation. You gain a +1 bonus to your Leadership score. Further, any of your followers and cohorts within 60 ft of you are immune to fear, as your fearlessness bolsters their spirits.

Military Man (Ex): Lords are first and foremost military men, each one tested time and again on the field of battle, and so are well used to the rigors of battle. You are immune to fear and fatigue as a consequence. If you were already immune to fatigue, you are now also immune to exhaustion. If you were already immune to fear, you gain no new abilities.

Master Tactician (Ex): As a career general, lords have very sharp tactical minds. When on the field of battle, you and any allies within 60 ft of you gain a morale bonus to their attacks and damage equal to twice your lord level. At 4th level, you and all allies within 60 ft of you also gain a morale bonus to saves equal to your lord level.

Famed Leader (Ex): The more powerful you become, the larger your reputation grows. You gain another +1 bonus to your Leadership score (this stacks with Born Leader). Additionally, you may have a cohort of your level-1 instead of your level-2.

Warrior's Heart (Ex): Lords must be strong even in the face of overwhelmingly crushing odds, lest their men see them falter and so the men's hearts falter as well. Whenever your forces are outnumbered on the field of battle, you and all your allies within 60 ft gain a morale bonus to AC equal to your lord level. Once you equal or outnumber your opponents, this bonus goes away at the rate of +1 a round.

Leader of Lions (Ex): A true lord is a warrior without peer and he leads a horde of lions, not men. You gain another +1 bonus to your Leadership score (this stacks with Born Leader and Famed Leader). Additionally, you may have a cohort of your level, instead of your level-2. Finally, you may have a second cohort, this one of your level-2.


The Pit Fighter

http://fc04.deviantart.net/fs18/f/2007/214/8/2/Pit_Fighter___Lineart_by_Tensen01.jpg
Image belongs to Tensen01 on deviantArt.

There is a school of fighting that places value on fairness, honor, so called "clean fighting". This is not that school of thought. Pit fighters don't place nice, nor fair, nor kind. They fight to win, at any cost. Many are trained in the style in the pits, and others are trained in it through experience.

Pit fighting is not for the weak of heart, as it focuses on brutality and violence to claw their way to victory. Pit fighters rend foes apart with small blades and their bare hands, and revel in the sensation of victory. It was a pit fighter who created the concept of "scorched earth" tactics. It was a pit fighter who achieved the first Pyrrhic victory. If pit fighters had a motto, it would be, "Never surrender, even in the face of armageddon."

Hit Dice: d12

Prerequisites:
Alignment: Any non-good.
BAB: +5
Proficiencies: Proficient with one of the following: stump knife, claw bracer, panther claw, spiked gauntlet, punching dagger
Feats: Two-Weapon Fighting, Power Attack, Weapon Finesse

Adaptation: This is a TWF-based class that uses specific light weapons (called "pit weapons" here) to literally rip people into pieces. If this is a fluff issue for your DM, you could easily change it to use natural weapons (claws/slams) instead.

Inspiration: Ever played God of War? Kratos is basically the fundamental Pit Fighter image. The Doom Marine would be another example. Pit fighters are people you'd watch and say "holy ****, that guy's a ****ing badass! :smalleek:" Basically, those guys.

The Pit Fighter
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Pit Weapons, Rip and Tear

2nd|
+2|
+3|
+3|
+0|Rend, Pounce

3rd|
+3|
+3|
+3|
+1|Improved Two-Weapon Fighting, Brutalize

4th|
+4|
+4|
+4|
+1|Gut

5th|
+5|
+4|
+4|
+1|Greater Two-Weapon Fighting, Disembowel[/table]

Weapon and Armor Proficiencies: Pit fighters gain proficiency with stump knives, panther claws, claw bracers, spiked gauntlets, and punching daggers. They lose all other weapon proficiencies. They gain or lose no armor proficiencies.

Pit Weapons (Ex): Pit fighting uses only five weapons: stump knives, panther claws, claw bracers, spiked gauntlets, and punching daggers. Anything else is anathema to the goal of disemboweling your opponent in as brutal a way as possible. The above five weapons are called pit weapons, and when wielding a pit weapon, a pit fighter treats them as a one-handed weapon for the purposes of Power Attack. All the pit fighter's class features require the pit fighter to be dual-wielding pit weapons. They do not work otherwise, unless specifically stated to do so.

Rip and Tear (Ex): Like the masters of old, pit fighters emphasize brutal, ripping, bloody strikes. For each attack after the first that a pit fighter lands in a full-attack, that attack gains +1d6 damage for each previous successful hit. For example, John, a Barbarian 5/Pit Fighter 1 has 3 attacks on a full attack. He hits with all three. The first deals normal damage, the second deals normal+1d6, and the third deals normal+2d6. If he only hit with his last two attacks, instead they would deal normal then normal+1d6, respectively.

Rend (Ex): If a pit fighter hits with all of his attacks, he automatically rends with his pit weapons, dealing normal damage on each of them, plus the appropriate Rip and Tear damage.

Pounce (Ex): The pit fighter gains pounce.

Improved Two-Weapon Fighting: The pit fighter gains Improved Two-Weapon Fighting as a bonus feat.

Brutalize (Ex): As a swift action, at the pit fighter's option, he may sacrifice one or more attacks (but no more than three), in order to focus all his strength into one attack. Depending on the number of attacks he forgoes, he gains a special ability on his first attack that round.

1 attack forgone: The target must make a save (DC 10+pit fighter level+pit fighters Str mod) or be knocked back 5 ft per level of the pit fighter.
2 attacks forgone: The target must make a save (DC 10+pit fighter level+pit fighters Str mod) or be staggered for 1 round.
3 attacks forgone: The target must make a save (DC 10+pit fighter level+pit fighters Str mod) or be dazed for 1 round.

Gut (Ex): Employing a cheap gut shot, the pit fighter can wound even the most stalwart of foes. As a full-round action, the pit fighter makes a single attack. If this attack lands (dealing normal damage), the target takes 1 point of ability damage per pit fighter level to any physical ability score of the pit fighter's choice (Strength, Dexterity, or Constitution).

Greater Two-Weapon Fighting (Ex): The pit fighter gains Greater Two-Weapon Fighting as a bonus feat.

Disembowel (Ex): The pit fighter finally gains their most famed tactic: the power to disembowel and utterly slaughter a target. If the pit fighter hits with 3 or more attacks in a single round, the target must make a save (DC 10+pit fighter level+pit fighters Str mod) or die from the onslaught.

arguskos
2010-07-11, 01:41 PM
Post #5: Overflow post for security reasons, and the conclusion when I am done with the entire thing.

This is really a catch-all post and a "hey, thanks for reading, gg" post. :smallamused:

You can post now. I'll get some content up today sometime.

arguskos
2010-07-11, 03:41 PM
Ok, so, got 4 spells up.

Also, the first Prestige Class, the Lord, is up. It was made to be the quintessential Knight-General, the leader of men on the field of battle, that badass dude.

EDIT: Really? No one wants to comment? Surely, it's not THAT bad? :smallconfused:

peacenlove
2010-07-12, 09:56 AM
EDIT: Really? No one wants to comment? Surely, it's not THAT bad? :smallconfused:

Was about to comment yesterday then a terrible gathering of unspeakably evil beings called "friends" disturbed me from my lurking and posting here with their vile activities called "having fun".

Anyway Aura of focus discharge effect is too absolute. What happens to the spell if the caster dies while casting? If an AMF pops into existence? If he is silenced and the spell had verbal components?

Also at cloud of pestilence there are no more partial actions. Instead you can say that they are slowed as the spell and be done with the wording.

About the PRC: Well its too strong, based on a completely unbalanced feat and the benefits it gives may seem group dependent however he has his own group, 2 cohorts! (one of them is specified by you !!) , replenish-able minions !!, 2 immunities that come often into play and many other numeric bonuses that would make a bard cry (+10 attacks damage, +5 saves, +5 AC, immune to fear at lvl 11) without spending an action and working at any situation. Also i don't know what this landlord feat does at adaptation so i cannot comment on the adaptation sidebar.

All in all i remain interested in this project.


Exitus Mitalbre Please do this first if you plan on continuing :smallbiggrin:

arguskos
2010-07-12, 11:46 AM
Anyway Aura of focus discharge effect is too absolute. What happens to the spell if the caster dies while casting? If an AMF pops into existence? If he is silenced and the spell had verbal components?
Aura of focus defeats silence and AMF for that single spell. Death... ok, death it doesn't beat. I'll change that. Assuming you are in existence to complete the spell, aura's discharge ensures it happens. I may make it level 4.


Also at cloud of pestilence there are no more partial actions. Instead you can say that they are slowed as the spell and be done with the wording.
...except I don't want to slow them, I JUST want the partial action. There's no way to say it other than partial action, so I said that.


About the PRC: Well its too strong, based on a completely unbalanced feat and the benefits it gives may seem group dependent however he has his own group, 2 cohorts! (one of them is specified by you !!) , replenish-able minions !!, 2 immunities that come often into play and many other numeric bonuses that would make a bard cry (+10 attacks damage, +5 saves, +5 AC, immune to fear at lvl 11) without spending an action and working at any situation. Also i don't know what this landlord feat does at adaptation so i cannot comment on the adaptation sidebar.
Followers still only have a few hit dice and kinda suck, so the boosts aren't as good. The cohorts are very strong though, this is true. I may remove the second cohort. The bonuses actually aren't that amazing when you realize that a Snowflake Wardancing Bard still does better than the Lord, and that's a build that isn't considered broken by any means. The cohort thing, though. I'll probably tone that down a little.

Landlord is a feat from SBG that give you money to make a stronghold with.


All in all i remain interested in this project.
Glad someone is. :smallsigh:


Please do this first if you plan on continuing :smallbiggrin:
Did you play TDD, and thus know what Exitus Mitalbre is?

Peregrine
2010-07-12, 02:25 PM
Okay, let me see here... I think I can offer some nitpickery on the spell write-ups. :smallsmile:


Aura of Focus
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: 5 rounds or until discharged
Saving Throw: Will neg (harmless)
Spell Resistance: Yes (harmless)

Spells with "Range: Personal" will (almost?) always have no save and no SR, not even "(harmless)". And to be really pedantic, the standard target is phrased as "You".


The caster gains an untyped bonus to concentration checks equal to half their caster level. Further, they may discharge the spell. If they do so, the next spell the caster casts is impossible to disrupt by any means, short of divine or artifact intervention.

It's generally unnecessary to say that a bonus is untyped.

You should say what action is required to discharge the spell (probably free or swift). Does the next spell have to be cast within any particular time period?

I would phrase "impossible to disrupt" as "the caster auto-succeeds on Concentration checks", which rules out silly cases like dying during casting, and also avoids this scenario: a caster discharges an aura of focus, starts casting something with a looong casting time, say legend lore, and then can't be stopped -- not even by voluntarily abandoning the spell!

Or, setting a time limit during which the next spell must be cast -- to completion -- would also avoid this problem.

And is it also meant to stop counterspelling? If so, it should say so.


Adrenaline Rush
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft+5 ft/2 levels)
Area: a 10-ft burst
Duration: 5 rounds and 1 minute, see below.
Saving Throw: Fort neg
Spell Resistance: Yes

The standard way of phrasing such a duration is "5 rounds, then 1 minute; see text".


A relation of bull's strength and it's similar spells

Delete "it's".


When cast, every creature in the area (foe and ally alike) must save against the effect. Anyone who succeeds gains a +2 enhancement bonus to Strength and a +10 ft enhancement bonus to their land speed. Anyone who fails gains a +4 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, and a +20 ft enhancement bonus to their land speed. These benefits last for five rounds.

When the spell's primary effects end, its secondary effects kick in. Any creature that made its save is fatigued for 1 minute. Any creature that failed is exhausted for 1 minute instead.

Hmm. This is too abusable for me to really like it, not as a 2nd-level spell anyway. 5 rounds is long enough to finish most fights, and characters can voluntarily fail saves in order to get the higher benefits. And fatigue and exhaustion are fairly easy to remove or ignore.

The expensive material component helps balance it out, though. I'm really just not sure. :smallconfused:


Material Component: a physician's syringe, worth 20 gp

Feels a bit out of place in a fantasy setting, though I'm sure someone could give a counterexample, and you may well just be converting the source material directly on this one.


A spell crafted by a druid who was furious with despoilers of nature, cloud of pestilence is effective, if ghastly. The fog functions as obscuring mist, but additionally, all creatures who begin their turns in the fog must make a Fort save or suffer wracking coughs and severe pain from the diseases amidst the cloud, taking 1d4 Dex damage and being reduced to a partial action only for that turn (a standard or move action only). Holding your breath is not effective against this spell.

I would suggest making more reference to existing mechanics for this spell. Clarify whether the spell counts as a disease for the purposes of save bonuses or immunities (it actually acts more like poison, but the fluff suggests disease). Also, the "partial action only" effect could be replaced with "nauseated" (which is actually harsher, but fits the fluff better in my opinion) or perhaps "as if staggered".


...except I don't want to slow them, I JUST want the partial action. There's no way to say it other than partial action, so I said that.

Sure there is. :smallsmile: "Single standard or move action" is how it's put in v3.5; there's no point saying "partial action", since people who never played v3.0 (or have forgotten) won't understand it and you then have to explain it anyway! Which you have.

I think peacenlove's intent was the same as mine: to say that you should phrase the spell effect with reference to existing rules as much as possible. Slowed, nauseated and staggered are all existing ways of limiting actions.


The spiritual child of searing light, sunscorch is at once more useful and less useful. Against undead or any creature vulnerable to light-based attacks, sunscorch deals 1d8/2 levels fire damage (max 5d8) and dazes them for 1 round. Against living, non-light vulnerable, creatures, sunscorch instead deals 1d6/2 levels fire damage (max 5d6) and dazzles them for 1 round.

Searing light has some extra categories: creatures that are undead and vulnerable to bright light, and constructs or inanimate objects. As sunscorch is written, the former are affected no worse than other undead, and as non-living creatures, the latter are not affected at all (neither are elementals). Is this intentional?

How does the Reflex save interact with the daze/dazzle effect? Successful saves often negate extra effects such as these.

If it deals fire damage (unlike searing light), I'd suggest it have the [Fire] descriptor as well as [Light].

arguskos
2010-07-12, 05:00 PM
Spells with "Range: Personal" will (almost?) always have no save and no SR, not even "(harmless)". And to be really pedantic, the standard target is phrased as "You".
Personal is acceptable as well, at least in my experience, having seen multiple spells that have Range: Personal; Target: Caster. *shrugs*


It's generally unnecessary to say that a bonus is untyped.
That is to prevent debates about the bonus type, actually. I've known too many DMs who get pedantic and assign types if it doesn't give one. :smallsigh:


You should say what action is required to discharge the spell (probably free or swift). Does the next spell have to be cast within any particular time period?
Good catch. Will edit that in.


I would phrase "impossible to disrupt" as "the caster auto-succeeds on Concentration checks", which rules out silly cases like dying during casting, and also avoids this scenario: a caster discharges an aura of focus, starts casting something with a looong casting time, say legend lore, and then can't be stopped -- not even by voluntarily abandoning the spell!
Actually, that was intended. It's not something you do for kicks, you better be damn sure you need this spell. If you aren't sure, just don't expend the aura and wait for it to expire, or cast it with the bonuses to concentration the spell gives you standard.


And is it also meant to stop counterspelling? If so, it should say so.
No. Counterspelling happens once the spell is already cast, and is neutralized then.

EDIT: The entire section about a non-disruptable spell has been cut, due to too many issues with the effect.


The standard way of phrasing such a duration is "5 rounds, then 1 minute; see text".
Good catch. Done.


Hmm. This is too abusable for me to really like it, not as a 2nd-level spell anyway. 5 rounds is long enough to finish most fights, and characters can voluntarily fail saves in order to get the higher benefits. And fatigue and exhaustion are fairly easy to remove or ignore.

The expensive material component helps balance it out, though. I'm really just not sure. :smallconfused:
I'll add a clause that if you are immune to fatigue/exhaustion, the spell fails. Done.


Feels a bit out of place in a fantasy setting, though I'm sure someone could give a counterexample, and you may well just be converting the source material directly on this one.
You have the Heal skill, it's not unreasonable to assume someone invented a syringe or needle somewhere. Perhaps the mage invented one? I dunno. Changed it to just a syringe or needle, cut the physician bit entirely.


I would suggest making more reference to existing mechanics for this spell. Clarify whether the spell counts as a disease for the purposes of save bonuses or immunities (it actually acts more like poison, but the fluff suggests disease). Also, the "partial action only" effect could be replaced with "nauseated" (which is actually harsher, but fits the fluff better in my opinion) or perhaps "as if staggered".
It's not a disease, that was just fluff text. Nauseated is a good thought, I like that one, and forgot about it at the time. Done. Added bit about disease immunity.


Searing light has some extra categories: creatures that are undead and vulnerable to bright light, and constructs or inanimate objects. As sunscorch is written, the former are affected no worse than other undead, and as non-living creatures, the latter are not affected at all (neither are elementals). Is this intentional?
You are quite right. There's a reason this is level 1, and searing light is level 3: it's better!


How does the Reflex save interact with the daze/dazzle effect? Successful saves often negate extra effects such as these.
Negates. I'll mention that. Done.


If it deals fire damage (unlike searing light), I'd suggest it have the [Fire] descriptor as well as [Light].
Tell that to searing light a spell that has LIGHT in the damn name and doesn't have the [Light] descriptor! :smallyuk: I'll add [Fire] though.

Also, the artifact that is Exitus Mitalbre will be going up shortly, after I edit those spells.

arguskos
2010-07-12, 09:00 PM
Exitus Mitalbre, Blade of Kings is posted.

The Pit Fighter, a new TWF/Power Attack (:smallamused:) prestige class, is also posted.

I'll do some more spells later tonight/tomorrow, and maybe get a casting PrC in here somewhere.

EDIT: Added some of my favorite spells, melf's minute meteors (actually in BG2 normally, but was never updated anywhere), melf's prismatic shards (from TDD), and melf's explosive meteors (from another mod, but is thematic and rolls with the above two, so I just went for it).