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[Kit Mod] Dreamwalker Shaman Kit

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Updated to v1.1, I consider this the final version, content wise. Change-Log: [spoiler]Added two additional Dreamwalker specific spells: Nightmare Invocation, Nightmare Imprisonment Dream Dust spell: Changed description text, changed sound, added immunity for undead creatures, spell can now be cleared by "zone of sweet air" effects [/spoiler] Yes, another shaman kit. I just finished this one up and haven't played with it yet myself. I did test it and don't expect any major bugs but balancing might be off. (I expect the kit to be rather on the strong side.) Without further due, here is the kit description: [spoiler] DREAMWALKER: Dreamwalkers are Shamans with a strong divine connection to the Region of Dreams. They not only tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, but also those of the Region of Dreams and the Demiplane of Nightmares and shape these energies to obey their will. Class features: May only wear leather, studded leather, and hide armor May not equip shields larger than bucklers May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow May only become Proficient (one slot) in any weapon class May only become Proficient (one slot) in any fighting style May cast druidic spells Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization Gains immediate access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Dream Dust, Nightmare Invocation, Spirit Fire, Recall Spirit, Nightmare Imprisonment, and Ether Gate Gains use of Detect Illusion skill with 20% points as a base, with an additional 4 points per level, up to a maximum of 100% at level 20 May use Shamanic Dream Dance at will. Dreamwalkers can take their Dream Forms from the Region of Dreams to the Ethereal Plane by performing a ritualistic dance. While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman can not be perceived by others and can walk about unhindered and unobstructed but can not take any actions like attacking or casting spells. At level 6 Gains the ability to switch between Dream Dance and Nightmare Dance at will Does not gain bonus spells per day for high Wisdom Hit Die: d8 May not Dual-class SHAMANIC DANCE: While dancing, the Shaman takes a +4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. DREAM DANCE: After one round the Dreamwalker will fall asleep and take Dream Form from the Region of Dreams to Ethereal Plane. While in Dream Form the Shaman is immune to most mind altering effects like fear or confusion, both in Dream Form and physical body. The Dream Form moves at four times the Dreamwalker's normal movement rate, is completely invisible and can not be affected by attacks or spells. After one turn or when physical body takes damage, the Dream Form disperses and the Shaman returns to body. NIGHTMARE DANCE: After one round the Dreamwalker will fall asleep and infuse Dream Form with essence from the Demiplane of Nightmares, turning it into a Nightmare manifestation. The Nightmare then enters the Material Plane for up to one turn. While in Nightmare Form the Shaman is immune to most mind altering effects like fear or confusion, both in Nightmare Form and physical body. Should the Shaman's physical body take any damage or the Nightmare Form be destroyed the Shaman will wake immediately. Nightmare Form: Nightmare Grasp: Opponents struck are slowly pulled toward the Nightmare for 3 seconds. Level 6: HP 60, 4 APR, 3d4 magic/cold/slashing damage, Thac0 10, Saves 12, Cold Resist 100, Each Resist 50, AC 2 Level 12: HP 120, 4 APR, 3d6 magic/cold/slashing damage, Thac0 4, Saves 6, Cold Resist 100, Each Resist 50, AC -2 Level 18: HP 180, 4 APR, 6d8 magic/cold/slashing damage, Thac0 -2, Saves 0, Cold Resist 100, Each Resist 50, AC -6 Level 24: HP 240, 4 APR, 6d10 magic/cold/slashing damage, Thac0 -8, Saves -6, Cold Resist 100, Each Resist 50, AC -10 [/spoiler] Custom spells: [spoiler] ******************** Dream Dust (replaces Writhing Fog): (Conjuration) Level: 2 Sphere: Summoning Range: Visual range of the caster Duration: 1 turn Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: Special This spell conjures a cloud of Dream Dust from the Region of Dreams. Any creature other than the caster that enters the cloud must save against spells or have its spirit pulled to the Region of Dreams for one round, effectively putting them asleep. Creatures that remain in the cloud mast make a new save each round for the full duration of the spell. Elves have a very high chance to be unaffected by the effects of the cloud while Half-Elves will resist the effects one out of three times. ******************** Nightmare Invocation (replaces Spiritual Clarity): (Enchantment) Level: 3 Sphere: Wards Range: Long Duration: 3 rounds Casting Time: 1 Area of Effect: 30' radius Saving Throw: Spell negates By casting this spell, the Dreamwalker channels a burst of energy from the Demiplane of Nightmare into a powerful psychic attack. Enemies within 30' that fail a save vs. spell at -4 perceive the caster as embodiment of their worst fear, causing them to flee in terror for 5 rounds. The borrowed nightmare energy however returns quickly to its source, pulling the Dreamwalker with it. On a failed save vs. spell at -4 the caster is pulled back deep into the Demiplane of Nightmare and rendered unconscious for 3 rounds. For every 4 extra levels of experience, the caster's save penalty is reduced by one, up to no penalty at level 16.~ ******************** Nightmare Imprisonment (replaces Spiritual Lock): (Enchantment) Level: 6 Sphere: Wards Range: Long Duration: Special Casting Time: 6 Area of Effect: Target, and enemies within 5' Saving Throw: Special When the Nightmare Imprisonment spell is cast on sleeping targets their spirits are pulled into and trapped on the Demiplane of Nightmare. Those who succeed on a save vs. death at -6 are able to eventually fight their way back, waking after 5 turns. Victims that fail their saving throw will quickly succumb to fear and madness or have their spirits torn asunder by the horrors that dwell there and are lost forever. While trapped in the Nightmare a victim's physical body remains asleep and can not wake under any circumstances. ******************** HLA1: Dream Shroud Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None The Shaman pulls a part of physical body into a space between the Region of Dreams and the Material Plane, rendering partially incorporeal. For the next 5 rounds, all attacks directed against and all attacks made by the Dreamwalker deal 50% of their normal damage. During this time, the Shaman is also under the effects of Improved Invisibility and can move at double normal speed. Shamanic Dances are disabled for the duration of the spell ******************** HLA2: Dream Escape Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None The Shaman pulls physical body into a space between the Region of Dreams and the Material Plane, rendering incorporeal. For the next 5 rounds, the Shaman can not be attacked nor attack or cast spells. During this time, the Shaman also can not be perceived by other creatures and moves at four times normal speed. Shamanic Dances are disabled for the duration of the spell [/spoiler] DOWNLOAD LINK

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