02-24-2003, 05:03 PM | #11 |
Dungeon Master
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Try this link out for news http://nwn.bioware.com/forums/viewto...96262&forum=69
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02-24-2003, 05:54 PM | #12 |
Ma'at - Goddess of Truth & Justice
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Here's the synopsis of that thread:
FIVE prestige classes will be included in the SoU expansion as follows: Arcane Archer Assassin Blackguard Harper Scout Shadowdancer
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02-24-2003, 05:56 PM | #13 |
Red Wizard of Thay
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i cant wait for the game [img]smile.gif[/img]
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02-24-2003, 06:27 PM | #14 |
Ironworks Moderator
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Shadow-dancer???
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02-24-2003, 06:31 PM | #15 |
Ma'at - Goddess of Truth & Justice
Join Date: November 15, 2001
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let me see if I can dig up a link to a description of the shadow-dancer. [img]smile.gif[/img]
here's a brief description until I can find something more concrete: Arcane Archer - archer who uses magic abilities to give ranged attacks more power. Assassin - evil rogue who can poison blades and generally do some nasty damage to unsuspecting foes. Blackguard - evil Paladin Harper Scout - basically a scout type (ranger, bard, etc..) who has limited arcane abilites and some nice saving throw bonuses. Can't be evil Shadowdancer - like an acrobat/thief/fighter - they can move magically between shadows - sneaky stuff. cool [ 02-24-2003, 06:39 PM: Message edited by: Micah Foehammer ]
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02-24-2003, 06:43 PM | #16 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Thoth - Egyptian God of Wisdom
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It's listed in the 3rd edition DM guide. Here's some information:
Shadowdancer Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers, but fighters, barbarians, rangers, and paladins also find shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their links with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who know whether to think well or ill of them. Hit Die: d8 Requirements To qualify to become a shadowdancer, a character must fulfill all the following criteria. Move Silently: 8 ranks Hide: 10 ranks Perform: 5 ranks Feats: Dodge, Mobility, Combat Reflexes Class Skills The shadowdancer's class skills are Balance, Bluff, Decipher Script, Diplomacy, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Perform, Pick Pocket, Profession, Search, Spot, Tumble, and Use Rope. Skill Points at Each Level: 6 + Int modifier The feats are listed w/ descriptons. They are: Weapon and Armor Proficiency, Hide in Plain Sight, Evasion, Darkvision, Uncanny Dodge, Shadow Illusion, Summon Shadow, Shadow Jump, Defensive Roll, Slippery Mind, and Improved Evasion
Sorry, can't figure out why the table is so low [img]tongue.gif[/img] [ 02-24-2003, 07:34 PM: Message edited by: Nanobyte ] |
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02-24-2003, 06:43 PM | #17 |
Ma'at - Goddess of Truth & Justice
Join Date: November 15, 2001
Location: Asheville, NC
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LOTS more details:
Arcane Archer Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer's magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency. Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.) Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.) Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability. Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to create an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time. Assassin Sneak Attack: Assume same, starts at class level 1 Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassin's class level + the assassin's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Spells: Assassins choose their spells from the following list: 1st level-change self, detect poison, ghost sound, obscuring mist, spider climb. 2nd level-alter self, darkness, pass without trace, undetectable alignment. 3rd level-deeper darkness, invisibility, misdirection, nondetection. 4th level-dimension door, freedom of movement, improved invisibility, poison. Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on). Uncanny Dodge: Assume same Blackguard Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws. Spells: Blackguards choose their spells from the following list: 1st level—cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*. 2nd level—bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*. 3rd level—contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*. 4th level—cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*. *Evil creatures only. Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability. Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to suffer a –2 morale penalty on all saving throws. Aura of despair is a supernatural ability. Command Undead: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower. Sneak Attack: Assume same, starts class level 4 Shadow Dancer Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability. Evasion: Assume same Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability. Uncanny Dodge: Assume same Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer's experience can never go below 0 as the result of a shadow's dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day. Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.) Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can't attempt the defensive roll. Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancer's ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell's effects proceed normally. Improved Evasion: Assume same [Edit] Here's the class tables: Table: The Arcane Archer Class Attack Fort Ref Will Level Bonus Save Save Save Special ----- ------ ---- ---- ---- ------- 1st +1 +2 +2 +0 Enchant arrow +1 2nd +2 +3 +3 +0 Imbue arrow 3rd +3 +3 +3 +1 Enchant arrow +2 4th +4 +4 +4 +1 Seeker arrow 5th +5 +4 +4 +1 Enchant arrow +3 6th +6 +5 +5 +2 Phase arrow 7th +7 +5 +5 +2 Enchant arrow +4 8th +8 +6 +6 +2 Hail of arrows 9th +9 +6 +6 +3 Enchant arrow +5 10th +10 +7 +7 +3 Arrow of death Table: The Assassin Class Attack Fort Ref Will Level Bonus Save Save Save Special ----- ------ ---- ---- ---- ------- 1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use 2nd +1 +0 +3 +0 +1 save vs. poison, uncanny dodge (Dex bonus to AC) 3rd +2 +1 +3 +1 Sneak attack +2d6 4th +3 +1 +4 +1 +2 save vs. poison 5th +3 +1 +4 +1 Sneak attack +3d6, uncanny dodge (can't be flanked) 6th +4 +2 +5 +2 +3 save vs. poison 7th +5 +2 +5 +2 +3 Sneak attack +4d6 8th +6 +2 +6 +2 +4 save vs. poison 9th +6 +3 +6 +3 Sneak attack +5d6 10th +7 +3 +7 +3 +5 save vs. poison, uncanny dodge (+1 vs. traps) ——— Spells per Day ——— Level 1st 2nd 3rd 4th ----- --- --- --- --- 1st 0 — — — 2nd 1 — — — 3rd 1 0 — — 4th 1 1 — — 5th 1 1 0 — 6th 1 1 1 — 7th 2 1 1 0 8th 2 1 1 1 9th 2 2 1 1 10th 2 2 2 1 Table: The Blackguard Class Attack Fort Ref Will Level Bonus Save Save Save Special ----- ------ ---- ---- ---- ------- 1st +1 +2 0 0 Detect good, poison use 2nd +2 +3 0 0 Dark blessing, smite good 3rd +3 +3 +1 +1 Command undead, aura of despair 4th +4 +4 +1 +1 Sneak attack +1d6 5th +5 +4 +1 +1 Fiendish servant 6th +6 +5 +2 +2 7th +7 +5 +2 +2 Sneak attack +2d6 8th +8 +6 +2 +2 9th +9 +6 +3 +3 10th +10 +7 +3 +3 Sneak attack +3d6 Class ———— Spells per Day ———— Level 1st 2nd 3rd 4th ----- --- --- --- --- 1st 0 — — — 2nd 1 — — — 3rd 1 0 — — 4th 1 1 — — 5th 1 1 0 — 6th 1 1 1 — 7th 2 1 1 0 8th 2 1 1 1 9th 2 2 1 1 10th 2 2 2 1 Table: The Shadowdancer Class Base Fort Ref Will Level Attack Bonus Save Save Save Special ----- ------ ---- ---- ---- ---- ------- 1st +0 +0 +2 +0 Hide in plain sight 2nd +1 +0 +3 +0 Evasion, darkvision, uncanny dodge (Dex bonus to AC) 3rd +2 +1 +3 +1 Shadow illusion, summon shadow 4th +3 +1 +4 +1 Shadow jump (20 ft.) 5th +3 +1 +4 +1 Defensive roll, uncanny dodge (can't be flanked) 6th +4 +2 +5 +2 Shadow jump (40 ft.), summon shadow 7th +5 +2 +5 +2 Slippery mind 8th +6 +2 +6 +2 Shadow jump (80 ft). 9th +6 +3 +6 +3 Summon shadow 10th +7 +3 +7 +3 Shadow jump (160 ft.), improved evasion, uncanny dodge (+1 vs. traps) Here is a link with even MORE details: http://www.angelfire.com/games3/3Dan...e_classes.html [ 02-24-2003, 06:46 PM: Message edited by: Micah Foehammer ]
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02-24-2003, 07:21 PM | #18 |
Thoth - Egyptian God of Wisdom
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Bah, you overachiever you! [img]tongue.gif[/img]
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02-24-2003, 08:04 PM | #19 | |
Quintesson
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Quote:
Hopefully, designers and DMs will be able to select which prestige classes we'll allow in our own adventures, so we want we can choose to not include such setting specific prestige classes. Here's an idea: Wouldn't be cool to be able to create our own prestige classes to include with our modules?
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02-25-2003, 07:07 AM | #20 |
Ma'at - Goddess of Truth & Justice
Join Date: November 15, 2001
Location: Asheville, NC
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@Nanobyte,
LOL You and I must have been posting at almost the same time.
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