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Artemius I

Member Since 03 Aug 2015
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Topics I've Started

In Progress: Thultanthar - Joinable NPCs

11 August 2018 - 05:36 AM

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Name: Ophelia Reyn'Tanthul
 

Race: Half-Elf
 

Alignment: True Neutral


Class: Shadow Disciple

 

Stats
Strength: 10

Dexterity: 16

Constitution: 12

Intelligence: 16

Wisdom: 14

Charisma: 17

 

Special Items

 – Ophelia's Battle Staff +2 (quarterstaff, +1 AC, +1 magical damage on hit)

 – Ophelia's Knave Robe (+2 AC vs. slashing, +2 save vs. death)

 – Ophelia's Signet Ring (+2 AC, +2 saving throws, +1 spell cast per level, Charm Spectral Undead once per day, unremovable)

 

Biography

"When asked about her past, OPHELIA smiles wryly, musing quietly as to whether it would be more interesting to tell truth or fiction. Born to Shadovar nobility, Ophelia is the sole living daughter of Dolon Tanthul, a powerful archmage of Thultanthar's oldest noble house and the leader of the Reyn'Tanthul branch family. Ophelia was born with latent magical talent, and her parents – both accomplished mages in their own regard – were harsh trainers during her youth, hoping to raise her to become a worthy successor of the Reyn'Tanthul name. Despite her prestigious status, however, Ophelia held little interest for power or wealth, preferring to study magic and interact with the people of the Shade Enclave. When her uncle, Kryn'nath "Darkflame" Talaryn, took note of a younger Ophelia's potential and offered her tutelage at the Phantasmal Tower, she eagerly accepted. Ophelia stands out among her peers with her affable and optimistic nature, and is curious towards both the Weave and the Prime Material Plane."

 

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Name: Kerahn A'Kai (adopted name)


Race: Human


Alignment: Chaotic Neutral


Class: Thief / Shadow Adept

 

Stats

Strength: 15

Dexterity: 16

Constitution: 15

Intelligence: 17

Wisdom: 11

Charisma: 11


Special Items

 – Dark Enforcer +2 (crossbow, 10% per hit to cast Shadowfade on wielder, Drain Vitality on critical hits, Shadow Adepts wield as though specialized)

 – Shadovar Armor (AC 5, +10% Hide in Shadows, spellcasting is not disabled)

 

Biography

"When asked about his past, KERAHN becomes noticeably hesitant, as though the act of remembering is painful to him. With a slight hint of shame, he briefly remarks on his childhood as a street urchin in the cruel and decadent alleys of Thultanthar, where each day of life was not granted, but earned through one's wits and willingness to do anything to survive. Clearly unwilling to dwell upon his early memories, Kerahn coldly declares that he has left that part of his life behind him, and now willingly serves archmage Kryn Darkflame, to whom he is both right-hand servant and apprentice. Whatever reasons Kerahn has for such loyalty, however, you do not know–and neither does he appear eager to divulge that knowledge to you."


In Progress: Thultanthar

11 August 2018 - 05:27 AM

"As you grasp the amulet in your hands and utter the command phrase, the ground beneath you seems to give way as you find yourself pulled through the planes. You do not fall, however, yet neither do you feel solid earth beneath your feet, and you find yourself suspended as you catch glimpses of countless other planes, the images flashing before you faster and faster... until you can distinguish nothing more than dots of colorful, blinding light.
 
You close your eyes, and soon all you feel is the discomforting feeling of planar travel, before the sensation abruptly halts, and you know you have arrived at your destination. Your eyes open to a faded world, the only discernable colors being the ethereal glow of purple-flamed torches dancing across gray stone... this is the Plane of Shadow, a place devoid of light and warmth.
 
You hear the faint muttering of incantations whispering against the walls, and soft footsteps echo from the staircase in front of you, as your host makes his appearance..."
 
This in-progress component will add a new location and questline, the Phantasmal Tower. located within the ancient Netherese city of Thultanthar - known also as the Shade Enclave, pulled into the Plane of Shadow to save itself from the cataclysm caused by Karsus's Folly. It is ruled by archmage Kryn'nath "Darkflame" Talaryn, who the player may or may not have aided during the first game.
 
The component will include:
 

– A new stronghold and questline for Shadow Adepts

– Two joinable NPCs

– An entire new set of areas to explore complete with quests, shops and secrets to learn


Shadow Magic: Shadow Monk

11 August 2018 - 05:11 AM

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina.

Advantages:
- +1 bonus to Dexterity.
- Gains the Darkvision innate ability.

DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness.

- Gains the Life-Drain innate ability.

LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level.

1st - 9th level: Drains 1 hit point on hit.
10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain)
20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit

- Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level.

- 3rd level: May use the Shadow Pool ability.

SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time.

Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy
Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk
Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose
Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing

- 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane.

- 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level.
- 15th level: May use the Deathstrike ability once per day.

DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target.

Disadvantages:
- Hit Die: d6
- -2 penalty to Strength.
- -4 penalty to Constitution.
- Alignment restricted to non-lawful and non-good.
- Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item.
- May not use the Lay On Hands ability.
- May not use the Stunning Blow ability.
- May not use the Quivering Palm ability.


Shadow Magic: Shadow Adepts

11 August 2018 - 05:08 AM

Shadow Adept (Mage)

 

SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.
 
Advantages:
– Hit Die: d6
– May use Shadow Magic.
 
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, <PRO_HESHE> is killed instantly.
 
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
 
– Gains the Darkvision innate ability.
 
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness.
 
– May cast one additional spell per level.
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– 4th level: May use the Shield of Shadows ability once per day.
 
SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at <PRO_HIMHER> for 1 hour per 2 levels to a maximum of 9 hours.
 
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
 
– 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
 
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
 
– 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist.
 
FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.
 
– 14th level: May use the Shadow Double ability once per day.
 
SHADOW DOUBLE: The shadow adept creates a copy of <PRO_HIMHER>self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
 
Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to non-good.
 
Prime Requisites For Dual-Classing: Intelligence, Charisma
 
Shadow Disciple (Sorcerer)
 
SHADOW DISCIPLE: Shadow disciples are born with the innate ability to wield magic of the Shadow Weave, usually granted as a blessing from Shar, the Nightsinger. Like their equivalent, the sorcerer, they wield the power of their native magic, the Shadow Weave, with a level of skill that other spellcasters would envy.
 
Advantages:
– Hit Die: d6
– May use Shadow Magic.
 
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow disciple must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow disciple's Constitution reaches zero, <PRO_HESHE> is killed instantly.
 
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
 
– Gains the Darkvision innate ability.
 
DARKVISION: The shadow disciple is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness.
 
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– 4th level: May use the Shield of Shadows ability once per day.
 
SHIELD OF SHADOWS: The shadow disciple surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at <PRO_HIMHER> for 1 hour per 2 levels to a maximum of 9 hours.
 
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
 
– 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
 
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow disciple cannot attack or use spells while in the Shadow Plane.
 
– 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist.
 
FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.
 
– 14th level: May use the Shadow Double ability once per day.
 
SHADOW DOUBLE: The shadow disciple creates a copy of <HIMHER>self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
 
Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to non-good.

 

Nightsinger (Bard)

 

NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies.
 
Advantages:
– The Nightsinger's Bard Song, "Dirge of Despair", curses <PRO_HISHER> enemies, reducing their morale and saving throws.
1st level: -1 penalty to THAC0, damage and saving throws, lowers morale
11th level: -2 penalty to THAC0, damage and saving throws, lowers morale
21st level: -3 penalty to THAC0, damage and saving throws, lowers morale
 
– May use Shadow Magic.
 
SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the Nightsinger's Constitution reaches zero, <PRO_HESHE> is killed instantly.
 
The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain.
 
– Gains the Darkvision innate ability.
 
DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness.
 
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– 6th level: May use the Shield of Shadows ability once per day.
 
SHIELD OF SHADOWS: The shadow adept surrounds <HIMHER>self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting <HISHER> armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at <PRO_HIMHER> for 1 hour per 2 levels to a maximum of 9 hours.
 
From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.
 
– 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.
 
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.
 
– 8th level: May use Find Shadow Familiar. This ability is only available to the protagonist.
 
FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.
 
– 18th level: May use the Shadow Double ability once per day.
 
SHADOW DOUBLE: The shadow adept creates a copy of <HIMHER>self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.
 
Disadvantages:
– Suffers a -2 penalty to casting speed and casting time while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to True Neutral, Chaotic Neutral or Neutral Evil.
 

Multiclasses

 

Multiclasses may specialize as Shadow Adepts through use of the Shadow Orb, which may be acquired either through the console ("C0SAORB") or the optional quest component in BG1. Each multiclass receives a name as follows:

Fighter/Mage -> Shade Warrior

Cleric/Mage -> Nightbringer

Mage/Thief -> Nightblade

Fighter/Mage/Thief -> Shadow Enforcer

Fighter/Mage/Cleric -> Dark Justiciar


Introduction: Pai'Na

11 August 2018 - 04:57 AM

Name: Pai'Na

 

Race: Half-drow

 

Class: Hivemaster (Druid)

 

Alignment: True Neutral. Unusually, not the balance-preserving type. While she respects and follows the greater balance, her primary concern is the safety of herself and her spider brood, and is unconcerned over morality. While moody and irritable, she is not malevolent.

 

Stats

Strength: 10

Dexterity: 18

Constitution: 15

Intelligence: 14

Wisdom: 16

Charisma: 15

 

Biography

“PAI’NA snarls when you ask about her past, telling you that it is none of your business and that it is enough to know that her half-drow heritage has made her an outcast from any form of civilized society. As a hivemaster druid, her duty of tending to the arachnids of the land is foremost, though she has decided to travel with you for now.”

 

Hivemaster Kit

HIVEMASTER: The Hivemaster is a druid that focuses on fostering and protecting insects and arachnids, including giant versions thereof. Most commonly stylise themselves after either communal insects, such as ants or bees (hence the name), or predators like spiders, scorpions and dragonflies.

Advantages:
– Immunity to all poisons and the following spells: Web, Summon Insects, Insect Plague, Creeping Doom
– Gains a +4 bonus to Armor Class and saving throws against attacks made by spiders and is ignored by them unless they are provoked.
– May cast Web and Spider Spawn as 2nd and 4th level priest spells respectively.
– May use the Poison Weapon ability once per day. Gains another use at levels 7 and 14.

POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level:

1st– Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates)
5th– Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save)
9th– Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save)
13th– Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)

– 5th level: May shapeshift into a huge spider once per day.
– 8th level: May shapeshift into a sword spider once per day.
– 14th level: May shapeshift into a wraith spider once per day.

Disadvantages:
– May not wear heavier armor than leather.
– May not shapeshift into default animal forms.