Class Modifications
#1
Overview
Class modifications in Thay have been made to either bring them closer to D&D 3.0 or 3.5 rules or provide balance commiserate to this PW’s level of difficulty and the general level characters attain here. A conscious decision has been made to leave most classes, especially core classes, as close to vanilla NWN implementation as these two considerations allow. In this way long-term NWN players do not need to complete re-learn how every class functions here. In short; most of the NWN core classes have been altered only slightly (if at all), while most of the Prestige Classes have been modified from their NWN implementation.

IMPORTANT: Unless noted below, the NWN-implementation of any class or class abilities remains the same in Thay as it is in NWN.

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Core Class Modifications
Bard
1. When wearing light armor, bards suffer no chance of arcane spell failure
 
Cleric
1. Through an option in the Player Menu, Clerics may Pray for Blessing once every 8 hours
2. If you as a player are using NWNCX to login to Thay, when you create a new Cleric you will have the option to choose from 3 additional domains: Luck, Law, and Chaos

Druid
1. Bonus Language: Animal
2. Bonus Language: Druidic
3. Through an option in the Player Menu, Druids may Commune with Nature once every 8 hours

Paladin
1. At 1st level, Detect Evil is gained and may be used an unlimited number of times per day
2. At 3rd level, rather than 1st level, Divine Health is gained. This ability also grants immunity to lycanthropy

Ranger
1. Bonus Language: Animal
2. At 1st level, Tracking is gained and may be used an unlimited number of times per day to detect nearby creatures
3. At 6th level, rather than 9th level, Improved Two-Weapon Fighting is gained
4. At 9th level, Evasion is gained
5. At 17th level, Hide in Plain Sight is gained. Hide in Plain Sight cannot be used more than once per round in combat

Rogue
1. Bonus Language: Thieves Cant
2. Through an option in the Player Menu, Rogues may Inspect a Mark to determine their worth and susceptibility to being pickpocketed

Sorcerer
1. Bonus Language: Magic

Wizard
1. Bonus Language: Magic


Prestige Class Modifications
Assassin
1. Bonus Language: Assassin
2. Assassins and Blackguards are the only classes that can handle poison without risk of accidentally poisoning themselves
3. At 2nd level, any of these spells may be cast, up to 3/day: Disguise Self, Obscuring Mist, Sleep, True Strike
4. At 4th level, any of these spells may be cast, up to 3/day: Cat’s Grace, Darkness, Fox’s Cunning, Invisibility, Undetectable Alignment
5. At 6th level, any of these spells may be cast, up to 3/day: Magic Circle against Good, Clairaudience/Clairvoyance, Nondetection, Spellslayer Arrow
6. At 8th level, any of these spells may be cast, up to 3/day: Bloodfreeze Arrow, Dimension Door, Freedom of Movement, Improved Invisibility, Poison
7. At 8th level, Hide in Plain Sight is gained. Hide in Plain Sight cannot be used more than once per round in combat

Blackguard
1. Blackguards and Assassins are the only classes that can handle poison without risk of accidentally poisoning themselves
2. At 1st level, Blackguards may summon an Armored Nightmare as a mount
3. At 1st level, Detect Good is gained and may be used an unlimited number of times per day
4. At 2nd level, any of these spells may be cast, up to 1/day: Cause Fear, Corrupt Weapon, Cure Light Wounds, Doom, Inflict Light Wounds
5. At 3rd level, the Blackguard can Command Undead as would an evil cleric of two character levels (not class levels) lower
6. At 4th level, any of these spells may be cast, up to 1/day: Bull's Strength, Cure Moderate Wounds, Darkness, Eagle's Splendor, Inflict Moderate Wounds
7. At 5th level, the Summon Fiend ability will summon forth a Tanar'ri (Demon) or Baatezu (Devil) 1 to 3 Hit Dice below the Blackguard's character level
8. At 6th level, any of these spells may be cast, up to 1/day: Contagion, Cure Serious Wounds, Inflict Serious Wounds
9. At 8th level, any of these spells may be cast, up to 1/day: Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison
10. At 9th level, the Blackguard's eyes will glow with a red, evil malevolence

Divine Champion (Champion of Torm)
1. There is not an alignment requirement to select this class, however a patron deity must be selected to choose it
2. At 3rd level, Smite Infidel is gained which allows the character to smite a creature who worships a different deity; adding his Charisma bonus to the attack roll and his class level to damage

Dragon Discipline (Red Dragon Disciple)
1. A minimum of 5 Bard or Sorcerer levels are required to select this class
2. Upon selecting this class, the character can choose what type of chromatic or metallic dragon traits they will manifest. This determines the type of dragon breath, dragon wings, and elemental immunity they receive
3. At 6th level, rather than 7th level, a permanent +2 increase to Constitution is gained
4. At 8th level, rather than 9th level, a permanent +2 increase to Intelligence is gained
5. At 9th level, the Dragon Disciple's wings provide the ability to fly to a location within their line of sight

Harper Scout
1. Skills requirements are: Persuade 8 ranks, Bluff 4 ranks, Lore 4 ranks
2. The Harper Scout gains a +1 arcane and a +1 divine spellcasting level for each level taken. As a result, the following spells/abilities are not received: Sleep, Cat's Grace, Eagle's Splendor, Invisibility, or Curse Song
3. At 5th level, the Craft Harper Item feat allows the creation of many powerful potions, not otherwise craftable, and magic musical instruments

Pale Master
1. Bonus Language: Necromantic
2. Pale Masters have d4 Hit Die, not d6 Hit Die
3. The Pale Master gains a +1 arcane spellcasting level for each level taken
4. The Pale Master gains the Light and Medium armor proficiencies
5. At 4th level, Undead Armor Affinity provides a -10% Arcane Spell Failure when wearing undead armor such as Zombie Hide, Ghoul Shell, or Vampire Hide. This increases to a -20% Arcane Spell Failure at 8th level. Undead Armor Affinity replaces the NWN-specific Bone Skin ability
6. At 5th level, Control Undead is gained and functions as per the NWN spell. This replaces the NWN-specific Summon Undead ability that otherwise would have been gained at level 4
7. At 6th level, Undead Graft also grants the Pale Master a permanent +4 Strength bonus
8. At 9th level, Undead Cohort is gained which summons at least three undead creatures whose combined CR is no greater than twice the Pale Master's character level

Purple Dragon Knight
1. Heroic shield, useable an unlimited of times per day which gives a +4 dodge bonus to an ally's AC, lasts for 1 turn
2. Rallying Cry, useable three times per day which grants a +1 bonus to attack and 20% bonus to land speed, lasts for 1 turn per class level

Shadowdancer
1. Skills requirements are: Hide 10 ranks, Move Silently 8 ranks, Perform 5 ranks
2. At 1st level, Hide in Plain Sight is gained, but cannot be used more than once per turn while in combat. At 3rd level, Hide in Plain Sight can be used once per round while in combat
3. At 3rd level, the Summon Shadow ability will summon forth a shadow creature 1 to 3 Hit Dice below the Shadowdancer's character level
4. At 4th level, Shadow Evade is gained and lasts for 5 rounds per class level

Shifter
1. Druids, 9th level Clerics with the Animal domain, 14th level Rangers, or 7th level Wizards or Sorcerers who have memorized the spell Polymorph Self may all become Shifters
2. The Shapechanging abilities, along with the order in which they are attained, have changed significantly, per the following list below. Furthermore, any special power a shape provides may be used an unlimited number of times, but only once per turn:
b. At 2nd level, Greater Wildshape II is gained
c. At 3rd level, Greater Wildshape III is gained
e. At 4th level, Greater Wildshape IV is gained
a. At 5th level, Humanoid Shape is gained
d. At 6th level, Undead Shape is gained
f. At 7th level, Outsider Shape is gained
g. At 8th level, Construct Shape is gained. Note that the construct forms provided are not as powerful as the NWN epic version of this ability
h. At 9th level, Dragon Shape is gained. Note that the dragon forms provided are not as powerful as the NWN epic version of this ability
3. At 10th level, each of the Greater Wildshape abilities may be used an infinite number of times per day
4. At 10th level, Darkvision is granted and a Shifter's racial type changes to Shapechanger
#2
Source - http://dndtools.pw/classes/assassin/

(PRESTIGE CLASS)
The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Rogues, monks and bards are ideal candidates to become assassins.

- Hit Die: d6.
- Proficiencies: Simple Weapons, Light Armor Proficiency.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:

Alignment: Any evil.
Skills: Hide 8 ranks, Move Silently 8 ranks.

ABILITIES:

Level
1: Death Attack +1d6 - Special sneak attack that has a chance of paralyzing opponent.
Use Poison - Automatic success when coating a weapon with poison.
Bonus Language: Assassin
2: Uncanny Dodge 1 - Retain dexterity bonus to armor class, even if flat-footed.
Any of these spells may be cast, up to 3/day: Disguise Self, Obscuring Mist, Sleep, True Strike
+1 Fortitude save vs. poison.
3: Death Attack +2d6 - Death attack improves.
4: +2 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Cat’s Grace, Darkness, Fox’s Cunning, Invisibility, Undetectable Alignment
5: Death Attack +3d6 - Death attack improves.
Uncanny Dodge 2 - +1 reflex saving throws.
6: +3 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Magic Circle against Good, Clairaudience/Clairvoyance, Nondetection, Spellslayer Arrow
7: Death Attack +4d6 - Death attack improves.
8: +4 Fortitude save vs. poison.
Any of these spells may be cast, up to 3/day: Bloodfreeze Arrow, Dimension Door, Freedom of Movement, Improved Invisibility, Poison
Hide in Plain Sight - Can hide even while being observed. Can only be used once per round if in combat.
9: Death Attack +5d6 - Death attack improves.
10: Uncanny Dodge 3 - +2 reflex saving throws.
+5 Fortitude save vs. poison.

Assassins are one of only two classes that can handle poison without risk of accidentally poisoning themselves.
#3
Source - http://dndtools.pw/classes/blackguard/

(PRESTIGE CLASS)
A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to Blackguards as anti-paladins due to their completely evil nature. No one class makes the best Blackguard, all that is required is a willingness to serve the forces of darkness.

- Hit Die: d10.
- Proficiencies: All simple and martial weapons, all types of armor, and shields.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Alignment: Any evil.
Base Attack Bonus: +6
Skills: Hide 5 ranks.
Feats: Cleave.

ABILITIES:

Level
1: Use Poison - Automatic success when coating a weapon with poison.
May summon an Armored Nightmare as a mount.
Detect Good - Unlimited uses per day
2: Smite Good - Add Charisma modifier to attack roll.
Dark Blessing - Add Charisma modifier to saving throws.
Any of these spells may be cast, up to 1/day: Cause Fear, Cure Light Wounds, Doom, Inflict Light Wounds, Corrupt Weapon
3: Turn Undead - Command undead as would an evil cleric of two levels lower.
4: Sneak Attack +1d6.
Any of these spells may be cast, up to 1/day: Bull's Strength, Cure Moderate Wounds, Darkness, Eagle's Splendor, Inflict Moderate Wounds
5: Summon Fiend - Summon a random Tanar'ri (Demon) or Baatezu (Devil) 1 to 3 Hit Dice below the Blackguard's character level
6: Any of these spells may be cast, up to 1/day: Contagion, Cure Serious Wounds, Inflict Serious Wounds
7: Sneak Attack +2d6.
8: Any of these spells may be cast, up to 1/day: Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison
9: The Blackguard's eyes will glow with a red, evil malevolence
10: Sneak Attack +3d6.

Blackguards are one of only two classes that can handle poison without risk of accidentally poisoning themselves.
#4
Source - http://dndtools.pw/classes/players-guide...-champion/

(PRESTIGE CLASS)
Divine Champions are mighty warriors who dedicate themselves to their Deity's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts.

- Hit Die: d10.
- Proficiencies: All simple and martial weapons, light and medium armor, and shields.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Base Attack Bonus: +7
Feats: Weapon Focus in a melee weapon.
Patron: A divine champion must have a patron deity, and it must be the deity of which she is a champion.

ABILITIES:

Level
1: Lay on Hands - Can heal damage equal to class level multiplied by their Charisma modifier, deals damage to undead creatures
2: Sacred Defense - +1 to all saving throws.
3: Smite Infidel - Once per day may add Charisma bonus to attack roll and do +1 point of damage per level of Champion.
4: Sacred Defense - +2 to all saving throws.
5: Divine Wrath - Once per day +3 to attack, damage and saving throws and Damage Reduction +1/5 for a number of rounds equal to Charisma bonus.
6: Sacred Defense - +3 to all saving throws.
8: Sacred Defense - +4 to all saving throws.
10: Sacred Defense - +5 to all saving throws.

Divine Champions receive a bonus feat every second level.
#5
Source - http://dndtools.pw/classes/dragon-disciple/

(PRESTIGE CLASS)
It is rumored that the magical powers of sorcerers and bards is somehow connected to the presence of dragon blood in their family tree. Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons.

- Hit Die: Special (see below)
- Proficiencies: A red dragon disciple does not gain any additional weapon or armor proficiencies.
- Skill Points: 2+ Int Modifier.

REQUIREMENTS:

Class: Level 5 Sorcerer or Bard
Skills: 8 Ranks in Lore

ABILITIES:

Level
1: The type of chromatic or metallic dragon traits that will manifest may be selected. This determines the type of dragon breath, dragon wings, and elemental immunity received at higher levels
Draconic Armor - The character's skin develops nearly invisible scales that increase his/her natural armor class by +1.
Hit Dice Increase (d6) - The character rolls d6 for hit points. This change is not retroactive.
2: Draconic Ability Scores - Strength +2.
3: Breath Weapon I - The character can breathe a cone of dragon breath, dealing 2d10 points of damage to each opponent caught in the blast.
4: Hit Dice Increase (d8) - The character rolls d8 for hit points. This change is not retroactive.
Draconic Ability Scores - Strength +2.
5: Draconic Armor - The character's skin becomes even harder, raising his/her natural armor class to +2.
6: Hit Dice Increase (d10) - The character rolls d10 for hit points. This change is not retroactive.
Draconic Ability Scores - Constitution +1.
7: Breath Weapon II - The character's breath weapon damage potential increases to 4d10 points of damage.
8: Draconic Armor - The character's natural armor class increases to +3.
Draconic Ability Scores - Intelligence +2.
9: Wings - The character grows dragon wings of the dragon type whose traits they manifest. These wings provide the ability to fly to a line of sight location
10: Draconic Armor - +4 Natural Armor.
Darkvision - The character gains a dragon's ability to see in the dark.
Immunity to sleep, paralysis, and elemental damage of their draconic heritage.
Draconic Ability Scores - Strength +4, Charisma +2.
Breath Weapon III - The character does 6d10 points of damage with his breath weapon.
#6
Source - http://dndtools.pw/classes/harper-scout/

(PRESTIGE CLASS)
The Harpers are a secret society. Members are dedicated to holding back evil, preserving knowledge and maintaining the balance between civilization and the wild. The Harper Scout performs many duties including espionage, stealth and reporting information.

- Hit Die: d6.
- Proficiencies: Simple weapons and light armor.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:

Alignment: Any non-evil.
Skills: Bluff 4 ranks, Lore 4 ranks, Persuade 8 ranks.
Feats: Alertness, Iron Will.

ABILITIES:

Level
1: Bardic Knowledge: Bonus to identifying items.
1st Favored Enemy
2: Deneir's Eye - +2 bonus to saving throws vs. traps.
3: Tymora's Smile - +2 bonus on all saves, once per day.
4: Lliira's Heart - +2 bonus to saving throws vs. mind affecting spells.
2nd Favored Enemy
5: Craft Harper Item - Create powerful magical instruments and potions.

BONUS SPELLS

At each level, the character gains new spells per day as if he had also gained a level in his highest caster class (divine or arcane). He does not learn any new spells through this ability, however.


Note: Information about specific potions and magical instruments have not yet been finalized, but will be posted here when complete
#7
Source - http://dndtools.pw/classes/pale-master/

(PRESTIGE CLASS)
Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

- Hit Die: d4.
- Proficiencies: Light and Medium Armor Proficiency.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Arcane Spellcasting: Level 3 or higher.
Alignment: Any non good

ABILITIES:

Level
1: Bonus Language: Necromantic
2: Animate Dead - Once per day spell-like ability.
3: Darkvision - Gain Darkvision ability.
4: Undead Armor Affinity - Provides a -10% Arcane Spell Failure when wearing undead armor such as Zombie Hide, Ghoul Shell, or Vampire Hide. This increasecs to a -20% Arcane Spell Failure at 8th level.
5: Deathless Vigor - +3 Hit Points per level
Control Undead - Once per day spell-like ability.
6: Undead Graft I - Gains undead arm that twice per day can paralyze and provides a permanent +4 increase to Strength.
7: Tough as Bone - Immune to hold, paralyze, and stunning.
8: Undead Graft II - Paralyze touch can be used three times a day.
9: Undead Cohort - Once per day spell-like ability summons 3 to 6 random undead creatures of 2 to 4 Hit Dice below the Pale Master's character level
10: Deathless Mastery - Immune to critical hits.
Deathless Master Touch - Touch of the undead arm instantly kills (DC 17).

BONUS SPELLS

At each level, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer or wizard). He does not learn any new spells through this ability, however.
#8
Source - http://dndtools.pw/classes/players-guide...on-knight/

(PRESTIGE CLASS)
The famous Purple Dragons of Cormyr are regarded across Faerûn as exemplars of disciplined, skilled, loyal soldiers. Their reputation is deserved partly because of the heroic actions of their leaders, the Purple Dragon Knights. Purple Dragon Knights develop uncanny skills relating to coordinating and leading soldiers. Most are fighters, rangers or paladins, but a few bards, clerics, and rogues have been known to become Purple Dragon Knights. Sorcerers and Wizards tend to join the War Wizards, Cormyr's elite brigade of fighting spellcasters, while barbarians are too undisciplined, and druids and monks too "uncivilized" in Cormyr to enter this career.

- Hit Die: d10.
- Proficiencies: A purple dragon knight gains no additional proficiencies.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Alignment: Non-Evil and Non-Chaotic.
Base Attack Bonus: +4.
Feats: Mounted Combat (requires Ride 1).
Skills: Spot 2 ranks, Intimidate 1 rank, Listen 2 ranks, Persuade 1 rank, Ride 2 ranks.

ABILITIES:

Level
1: Rallying Cry - +1 Attack Bonus and 20% bonus to land speed to all allies within 60 feet for one turn, can be used three times a day.
Heroic Shield - Able to defend a nearby ally, granting them a +4 armor class bonus for one turn.
2: Inspire Courage - +2 saves vs. mind affecting, and +1 attack and damage, useable once a day.
3: Fear - As fear spell, useable once per day.
4: Inspire Courage - Can now be used twice a day.
Oath of Wrath - +2 bonus to attack, damage, saves and skill vs. single enemy.
5: Final Stand - +2d10 HP to a number of allies equal to Purple Dragon Knight level + Charisma Bonus, once per day.
#9
Source - http://dndtools.pw/classes/shadowdancer/

(PRESTIGE CLASS)
Shadowdancers operate in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Many use their abilities to infiltrate past defenses and dupe others. Rogues and bards are the most common shadowdancers.

- Hit Die: d8.
- Proficiencies: Simple weapons and light armor.
- Skill Points: 6 + Int Modifier.

REQUIREMENTS:

Skills: Hide 10 ranks, Move Silently 8 ranks, Perform 5 ranks.
Feats: Dodge and Mobility.

ABILITIES:

Level
1: Hide in Plain Sight - Can hide even while being observed. Can only be used once per turn if in combat.
2: Evasion - No damage on a successful reflex save.
Darkvision - Able to see in dim areas.
Uncanny Dodge 1 - Retain dexterity bonus to armor class, even if flat-footed.
3: Hide in Plain Sight improves and can be used once per round if in combat.
Summon Shadow - Summon a shadow creature 1 to 3 Hit Dice below the Shadowdancer's character level
4: Shadow Evade - Armor class, concealment and damage reduction bonuses which improve with levels and last 5 rounds per caster level
5: Defensive Roll - Avoid death with a reflex save.
Uncanny Dodge 2 - +1 reflex saving throws.
7: Slippery Mind - Failed Will saving throw gets automatic reroll.
10: Improved Evasion - Failed reflex saving throws result in only half damage.
Uncanny Dodge 3 - +2 reflex saving throws.
#10
Source - http://dndtools.pw/classes/shifter/

(PRESTIGE CLASS)
A shifter has no form they call their own. Instead, they cloth themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within.

- Hit Die: d8.
- Proficiencies: A shifter does not gain any additional weapon or armor proficiencies.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:

Feats: Alertness
Spellcasting: Level 3 or higher.
Special: Must be able to cast polymorph self or possess the wild shape ability.

ABILITIES:

Level
1: Greater Wildshape I - Can change into a chromatic wyrmling dragon and gain use of their breath weapon, gaining some of the creature's special abilities three times per day.
Bonus Language: Animal
2: Greater Wildshape II - Can change into harpy, minotaur and gargoyle.
3: Greater Wildshape III - Can change into a drider, basilisk and manticore.
4: Greater Wildshape IV - Can change into medusa, huge dire tiger and mindflayer forms.
5: Humanoid Shape - Can change into humanoid type creatures three times per day.
6: Undead Shape - Can change into undead creatures three times per day.
7: Outsider Shape - Can change into planar creatures three times per day.
8: Construct Shape - Can change into constructs three times per day.
9: Dragon Shape - Can change into dragons three times per day.
10. Evershifting Form - Each Greater Wildshape ability may be used an infinite number of times per day.
10: Racial type changes to Shapechanger.


Modified Shifter Shapes and Abilities
-Any special ability that gets provided by a Shifter shape is useable an unlimited number of times per day, but only once per turn
-All Shifter shapes are unmodified from their NWN except for the following:
1. Blue Dragon - STR 31, CON 21, DEX 10, AC +20, Hit Point Bonus +60, Claw 2d6, Bite 2d8, Adult Blue Dragon Properties (DR 5/+1, Electrical Immunity 100%, SR 20, [Dragon Immunities])
2. Red Dragon - STR 31, CON 21, DEX 10, AC +20, Hit Point Bonus +60, Claw 2d6, Bite 2d8, Adult Red Dragon Properties (DR 5/+1, Fire Immunity 100%, Cold Vulnerability 50%, SR 20, [Dragon Immunities])
3. Green Dragon - STR 31, CON 21, DEX 10, AC +20, Hit Point Bonus +60, Claw 2d6, Bite 2d8, Adult Green Dragon Properties (DR 5/+1, Acid Immunity 100%, SR 20, [Dragon Immunities])
4. Death Slaad - STR 22, CON 18, DEX 19, AC +16, Hit Point Bonus +40, Death Slaad Properties (DR 20/+2, Acid 5/-, Cold 5/-, Electrical 5/-, Fire 5/-, Sonic 5/-, Regeneration +5)
5. Rakshasa - STR 17, CON - , DEX 20, AC +12, Hit Point Bonus +30, Rakshasa Crossbow (AB +4, Point Blank Shot, Massive Criticals 1d8, Unlimited Ammo +4), Rakshasa Properties (DR 20/+3, Immunity to level 8 spells and lower)
6. Iron Golem - STR 31, CON - , DEX -, AC +13, Hit Point Bonus +40, Iron Golem Properties (DR 30/+3, Electrical Vulnerability 50%, [Construct Immunities])
7. Stone Golem - STR 29, CON - , DEX -, AC +13, Hit Point Bonus +50, Stone Golem Properties (DR 30/+2, Piercing Immunity 50%, Slashing Immunity 50%, [Construct Immunities])
8. Demonflesh Golem - STR 31, CON - , DEX -, AC +15, Hit Point Bonus +50, Flesh Golem Properties (DR 15/+1, Fire Vulnerability 50%, [Construct Immunities])


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