Any Bets On What Classes Will Get Next Archetypes?

nym_craian

Member
+bonus old ideas:

Warlord as Fighter archetype short version (Read more: https://sites.google.com/view/myddo/archetype/warlord-v2-pure-fighter)

Enhancement tree: Warlord, Stalwart Defender, Kensei <Lose: Vanguard>

Core

Core 1 - Mark of Irrelevance/Hatred
Active: Mark of Irrelevance/Hatred
Cooldown: 10 second​
Duration: 1 minute * fighter level​
Range: 30 m​
Target: Single Self, Friend​
If you use the power, choose:​
The Mark of Irrelevance decrease affected member hate generation with your Constitution score.​
The Mark of Hatred increase affected member hate generation with your Constitution score*2.​
Passive: Each Core Ability you include this one also grants +1 Mark use.​
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Fighter level 1

Core 2 - Shout of the Leader
Active: Shout of the Leader​
Cooldown: 30 second (shouts have shared cooldown)​
Duration: 10 sec + 2 second per Constitution modifier​
Range: AoE 5 m + 2 m per core (max 15 m)​
Target: Self, Friend​
You & all nearby allies gain untyped bonus (the bonus based on active Flag):​

  • Flag of Destroy: gain Fighter level bonus to Melee/Ranged power (Mark of Champion doubled).
  • Flag of Rush: gain Fighter level bonus to movement speed & half gain Fighter level bonus to attack speed (Mark of Champion doubled).
  • Flag of Defense: gain Fighter level bonus PRR & MRR (Mark of Champion doubled).
  • Flag of Mystic: regenerate 1% max SP (scales with melee/ranged power, Mark of Champion doubled) every 3 sec & grant +1 bonus imbue dice (Mark of Champion grant additional +1 dice).
  • Flag of Life: regenerating 2% target max HP (scales with melee/ranged power, Mark of Champion doubled) every 3 sec.
Passive: +5% HP regain to your Second Wind, all Core Ability you acquire after this one also grants +5%. (75% max HP in Core 6).​
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Mark of I/H, Fighter level 3

Core 3 - Presence of the Lord (passive)
Any active flag granting Heroism spell effect for you and your allies in flag range.​
Additional increase your Action Boost & Battle Trance duration with 50%.​
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Shout of the Leader, Fighter level 6

Core 4 - Mark of Champion
Active: Mark of Champion​
Cooldown: 2 min​
Duration: 2 second * Constitution modifier​
Range: 30 m​
Target: Single, Self, Friend (Only 1 active at a time, a 2. use break the first.)​
Marked allies Shout of the Leader bonus, max bonus & some other doubled.​
Passive: Additional increase your Action Boost & Battle Trance duration with 100%.​
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Presence of the Lord, Fighter level 12

Core 5 - Presence of the Great Lord (passive)
Active Flag granting additional +2 Determination bonus on attack rolls, saves, skill checks, and grant immunity to fear.​
You gain (choose):​
  • 5% physical damage absorb
  • 5% magical damage absorb (exclude untyped/bane)
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Mark of Champion, Fighter level 18

Cora 6 - Overlord of the Battles (passive)
Constitution +4, +10 Melee/Ranged power & +2 to all Tactical DC.​
Any active flag granting +2 competence bonus to all ability for you and your allies in ballad range.​
Any active flag decrease enemies all ability with 2 (Fortitude negate, Stun DC).​
Increase your Action Boost & Battle Trance duration with 200%.​
AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Presence of the Gret Lord, Fighter level 20

Tier 1
Flag I (Active)
Choose 1 from 4 types!​
Cooldown 20 second​
Duration: none; die or rest break (only 1 active at a time, a 2. use break the first)​
Range: AoE 10 m + 5 m per core (max 40 m)​
The warlord sticks a flag into the ground. In Flag range gain following morale bonus:​
to you & allies:​
  • Flag of Destroy: weapon damage increase with your half Constitution modifier% (max half fighter level).
  • Flag of Rush: increase attack with your half Constitution modifier % (max half fighter level).
  • Flag of Defense: increase AC with your half Constitution modifier % (max half fighter level).
  • Flag of Mystic: decrease sp cost with your half Constitution modifier % (max half fighter level).
to enemies (Sunder DC, Fortitude negate):​
  • Flag of Destroy: decrease melee/ranged damage with your half Constitution modifier % (max half fighter level).
  • Flag of Rush: decrease attack with your half Constitution modifier % (max half fighter level).
  • Flag of Defense: decrease AC with your half Constitution modifier % (max half fighter level).
  • Flag of Mystic: decrease (all type) energy resist with your half Constitution modifier (max half fighter level).
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none

Tactician (Passive)
Choose: Gain +[1/2/3] Action boost use/rest.​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Extra Presence (Passive)
+[1/2/3] extra Mark use/rest.​
Rank 3: Grant +1 Second Wind use/rest.​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Action Boost I (Passive)
Choose an Action Boost: Attack, Defense, Haste, Power, Saves, Skills, Spellpower, Spell DC.​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

War Training (Passive)
Diplomacy, Heal, Intimidate +[1/2/3]​
Rank 3: Grant +1 to your all Tactical DC.​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Tier 2

Flag II (Active)
Choose the 2. Flag​
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Flag I

Ready for Battle I. (Passive)
You may use Constitution as your weapon's to-hit modifier.​
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: none

Battle trance (Active 1-3 AP - maybe Toggle)
Cooldown: 20 second​
Cost: decrease max. HP with [15/10/5]% for duration​
Req: Diehard or Dodge​
Duration: [30/60/120] second​
Target: Self​
Antirequisite: This ability cannot be trained if you have any other Battle Trance abilities.​
Choose a defensive battle trance type:​
  • Reinforcement (*Req: Diehard): Half Constitution modifier Insight bonus to your Saves & Constitution modifier bonus to Unconscious range, Fortification, additional for duration gain Deathblock.
  • Avoidance ( *Req: Dodge): Half Constitution modifier Insight bonus to your Movement speed, Dodge & Dodge cap, additional for duration gain Evasion.
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: none

Action Boost II (Active 1-3 AP)
Choose an Action Boost from list.​
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: none

Mark of Protection (Active)
Mark of Protection
Cooldown: 10 second​
Duration: 1 minute * fighter level​
Range: 30 m​
Target: Single Self, Friend​
If the marked ally is injured, have fighter level % chance to gain Warlord's Constitution score as temporary HP (Doubled on epic level), Mark of Champion doubled the chance (to max 40%).​
Mass Second Wind:​
Warlord expend a Second Wind use and regain 25% of our maximum hit points to all Protected allies regardless of distance.​
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: none

Tier 3
Flag III (Active)
Choose the 3. Flag!​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Flag II

Ready for Battle II (Passive)
You may use Constitution as your weapon's damage modifier.​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Ready for Battle I

Shout of the Conqueror (Active)
Cooldown: 30 second (shouts have shared cooldown)​
Duration: 10 + 1 sec * CON modifier​
Range: Shout range​
Target: Enemies​
DC = Sunder DC (Fortitude save negates this effect)​
Flag based Punitive effect on enemies in flag range:​
  • Flag of Destroy: Decrease all enemies melee/ranged power with your Constitution modifier (max fighter level, Mark of Target doubled).
  • Flag of Rush: Decrease all enemies attack speed with your half Constitution modifier % (max half fighter level, Mark of Target doubled) & movement speed % with your Constitution modifier (max fighter level, Mark of Target doubled).
  • Flag of Defense: Decrease all enemies PRR/MRR with your Constitution modifier (max fighter level, Mark of Target doubled).
  • Flag of Mystic: Decrease saves with your half Constitution modifier (max half fighter level, Mark of Target doubled).
  • Flag of Life: Drain 1% HP 3 second. (Mark of Target doubled)
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Action Boost III (Active)
Choose an Action Boost from list.​
AP Cost: 1 / Ranks: 3 / Progression: 10 / Requires: none

Ability I (Passive)
Choose an ability.​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Tier 4
Flag IV (Active)
Choose the 4. Flag!​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Flag III

Ready for Battle III (Passive)
You add your half Constitution modifier to Tactical DC.​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Ready for Battle II

Shout of the Lord (Active)
Cooldodw: 30 second (shouts have shared cooldown)​
Duration: Instant​
Range: Shout range​
Target: Enemies​
The roar of the lord strikes the opponents with the following effects in ballad range:​
  • stun (Fortitude vs Stun DC)
  • trip (Reflex vs Trip DC)
  • fear (Will vs Intimidate)
for half fighter level second.​
(The target marked enemy haven't save chance.)​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: none

Action Boost IV (Active 1-3 AP)
Choose an Action Boost from list.​
AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: none

Ability II (Passive 2 AP)
Choose an ability​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Ability I

Tier 5

Flag of Life (Active)
Flag of Life:
Increase allies (all type) Healing amp and Incapacitation range with your Constitution modifier (haven't max level, Mark of Champion doubled).​
Decrease all enemies Healing amp (all type) with your Constitution modifier (haven't max level, no save, Mark of Target doubled).​
Area Second Wind:
Warlord expend a Second Wind and regain 40% HP our max HP & restoration effect on all allies in your Flag of Life range. Enemies lose 5% (Mark of Target doubled) of their max HP, if they screw up their Fortitude saver (Stun DC).​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Flag IV

Energy Source (Passive)
Vorpal hit has [fighter level]% separate chance to reset 1 charge of:​
  • Rank 1: Mark
  • Rank 2: Mark and Action boost
  • Rank 3: Mark, Action boost, Second Wind
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: none

Master of Battle (Passive)
Your battle trance affects all allies in Falg range.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: any Battle Trance

Master of Action (Passive)
Your Action Boost affects all allies in Flag range.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: any Action Boost

Mark of Target (Active)
Cooldown: 1 min​
Duration: 1 s * Constitution modifier​
Range: 30 m​
Target: Single enemy (Only 1 active at a time, a 2. use break the first.)​
Marked enemy:​
Gain your Constitution modifier/10 (rounded down) stack vulnerability.​
Shout of the Conqueror and Shout of the Lord effect without save chance for mark duration .​
Shout of the Conqueror effect, max effect & some other doubled on Signed enemy.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none
 

nym_craian

Member
Maybe what I'm missing is an old "summoner" type idea.

Master Creator as Artificer archetype short version (Read more: https://sites.google.com/view/myddo/archetype/master-creator)

Enhancement tree: Master Creator, Renegade Mastermaker, War Soul (FVS) <Lose: Battle Engineer, Arcanotechnician>

Feats:
  • Level 1: You gain Follower of Onatar feat and increase your Religious Lore on every level <Lose proficient: Great crossbow, Repeating heavy crossbow, Repeating light crossbow & Rapid Reload feat>
  • Level 2: "Unique Domain: Construction". If you are not warforge gain Construct Essence feat. If you're warforge choose a body type: Adamantine Body or Mithral Body.
  • Level 4: Gain: "Domain 2. ability" You gain Repair Moderate Damage as an SLA. 5 SP, 6 second cooldown. <Lose: Bonus feats>
  • Level 8: Gain: Onatar's Forge unique feat <Lose: Bonus feats>
  • Level 12: "Domain 3. ability" If you aren't warforge gain Improved Construct Essence feat. If you're warforge choose a body feat: Improved Damage Reduction, Improved Fortification or Mithral Fluidity. <Lose: Bonus feats>
  • Level 16: "Domain 4. ability" You gain Disintegrate as an SLA. 20 SP, 12 second cooldown.<Lose: Bonus feats>
  • Level 20: Damage Reduction: 10/Cold Iron <Lose: Bonus feats>

Core

Core 1 - Creator (Passive)
Defender/Servant, Animated weapon and Summoned/Charmed creature gain Artificer caster level % bonus HP.​
Every core grant +5 Repair Amp to you, your Defender/Servant and your Animated weapon.​
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Artificer level 1

Core 2 - Creative Acceleration (Passive)
Defender/Servant and Animated weapon gain Artificer caster level % bonus to movement speed.​
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Creator, Artificer level 3

Core 3 - Creator’s Network (Toggle)
Creator's Network
Unique Meta magic: Shared Spells​
Toggle, Spell cost increase with 5*spell level SP.​
All self targeted spell effects on Defender/Servant and Animated weapon in dungeon.​
Passive: Your servant learn additional special typed feat/power.​
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Creative Aceeleration, Artificer level 6

Core 4 - Improved Network (Passive)
Your animated weapon and Defender/Servant now also benefit from your Imbue dice, if Creator's Network active.​
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Creator's Network, Artificer level 12

Core 5 - Servant’s Specialization (Passive)
Your servant learn additional special typed feat/power.​
If Creator's Network active, your servant can use your Open Lock and Disable Device skills (with "use object" command and use a thieves's tool from your inventory).​
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Improved Network, Artificer level 18

Cora 6 - Master Creator (Passive)
+4 Intelligence​
Your servant learn additional special typed feat/power.​
Animate shield:
While use Animate Item conjure an additional flying Spiritual Shield. The shield cann't attack, cann't be attacked and cann't be damaged.​
This shield grant you X*4 (rounded down) shield AC & Block DR, additionally you have half Artificer caster level % chance to shield block attacks, if you do not move, these chances are doubled. This is an automatic process, you don't need to actively block it.​
X equal with level random loot.​
AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Servant's Specialization, Artificer level 20

Tier 1

Servant I (Passive)
You transform your iron defender into a servant. Homunculus Enchantments works with your servant. The servant gain additional subtype feat/power.​
Choose the subtype: Destroyer, Vanguard, Tricky or Hunter (*types in webpage)​
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none

Animate Weapon (Active)
(usable only a private area)​
Cost: 5% max HP & max SP. (stacking, cannot be restored until you rest)​
Duration: rest or death​
Conjure a living flying Spiritual dagger. This weapon inflict X[d4] + your INT modifier untyped damage, critical range = X (rounded down), critical multipler 3. (Other ability - attack, hp,... - equal with an actificer's caster level fighter.)​
X equal with artificer's level random loot.​
The animation isn’t summoning.​
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none

Qualified Control I. (Passive)
Increase Defender/Servant, Animated weapon & Summoned/Charmed construct AC with your INT modifier % (maximum artificer level).​
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none

Wand and Scroll Mastery (Passive)
+[25/50/75]% damage and healing from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DCs of your offensive wands.​
Antireq: Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Skilled (Passive)
Repair, Concentration, UMD +1/2/3​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Tier 2

Servant II (Passive)
Your servant learn additional special typed feat/power.​
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Servant I

<-empty->

Qualified Control II
(Passive)
Increase Defender/Servant, Animated weapon & Summoned/Charmed construct attack with your INT modifier % (maximum artificer level).​
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Qualified Control I

Creator's Advice (Passive)
Defender/Servant, Animated weapon, Hirelings, Summoned/Charmed creature gain +[2/3/4] to all ability scores.​
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: none

Heroic Companion (Active)
Action Boost: Grants an ally +[0.25/0.5/1][W], +[2/4/6] to hit and saving throws, +[0/2/4]% Dodge and +[0/0/10] PRR. (Cooldown: 30 seconds). Duration 60 seconds.​
Antireq: Cannot be taken with the Halfling racial or Harper enhancement.​
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: none

Tier 3
Servant III (Passive)
Your servant can learn additional special typed feat/power.​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Servant II

Improved Animate (Passive)
Now you conjure a Spiritual warhammer. This weapon inflict X[d8] + your INT modifier untyped damage.​
X equal with artificer's level random loot.​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Animate Weapon

Qualified Control III (Passive)
Increase Defender/Servant, Animated weapon & Summoned/Charmed construct PRR/MRR with your INT modifier (maximum artificer level).​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Qualified Control II

SLA: Disable Object (Active)
Cost: 10 Sp​
Cooldown: 6 second​
This spell causes a short circuit in construct's movement control and if fails Will save (Evocation DC) paralyze it. The enemy is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Intelligence I (Passive)
+1 Intelligence​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Tier 4
Servant IV (Passive)
Your servant learn additional special typed feat/power.​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Servant III

<-empty->

Qualified Control IV
(Passive)
Increase Defender/Servant, Animated weapon & Summoned/Charmed construct Melee/Ranged power, USP with your INT modifier (maximum articficer level).​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Qualified Controll III

Action boost: Damage Transfer (Active)
Cooldown 30 second - shared​
Duration: 20 second​
Activation Requirements: Any active animation.​
Your incoming (all type) damage decreased with [25/50/75]%, animated weapon suffer the damage. Animated weapon die breake the action boost!​
AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: none

Intelligence II (Passive)
+1 Intelligence​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Intelligence I

Tier 5
Servant V (Passive)
Your servant learn additional special typed feat/power.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Servant IV

Master of Animate (Passive)
Now you conjure a Spiritual great axe. This weapon inflict X[d12] + your INT modifier untyped damage.​
X equal with artificer's level random loot.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Improved Animate

SLA: Elemental Turret (Active)
Cost: 50/35/20 SP​
Cooldown: 40/30/20 second​
Duration: 1 minute​
Elemental turret works as Flame Turret with choosable elemental (fire, cold, acid or lightning) & increased HP and damage with [0/25/50]%.​
You can have only one summoned creature at a time.​
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: none

SLA: Control Object (Active)
Cost: 30 SP​
Cooldown: 30 second​
Duration: 1 minute * caster level​
Telepathically controls the actions of a constructed enemy that fails its Will save (Transmutation DC), causing it to change sides. The target gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none

Sacrifice (Passive)
Activation Requires: Any active weapon animation.​
If you die, automatically sacrifice the animated weapon and you return to life (as a self targeted resurrection spell).​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none
 

nym_craian

Member
Hi!

Here's another idea: Dark Soul updated version. I look forward to your opinions!

Dark Soul

(ver: 1.2)​

Dark Soul, that's the name given to those who do not gain the favor of Heaven, but of Hell or the Abyss.
In several evenings, I calculate with Religious Lore (RL) instead of Favored Soul level (serving a "god" in several ways at the same time does not reduce the "divine" abilities, e.g. fvs/cleric multiclass).

Enhancement trees: Dark Soul, War Soul, Sacred Defender

Feats as FVS except:
Level 1: Choose:​
Follower of the Nine Hell (non good, non chaotical), Weapon: Bastard sword​
Follower of the Abyss (non good, non Lawfull), Weapon: Khopesh​
Level 6: Unique Active Ability: Call Baatezu/Tanar'ri power​
You absorb the racial ablilitis of Baatezu/Tanar'ri for 24 seconds plus 6 seconds per Religious Lore.​
Cooldown 10 min (DS core 5 6 can decrease).​
Tanar'ri power (as half-demon) grant:​
  • half RL Cold Iron DR,
  • RL% to electrict, poison absorp,
  • half RL bonus to acid, cold and fire resist,
  • decrease Soul Hunter timer with RL,
  • 1+1 per 10 RL bonus imbue dice.
Baatezu power (as half-devil) grant:​
  • half RL Silver DR
  • RL% fire absorp
  • half RL bonus to acid and cold resist,
  • 1+1 per 10 RL bonus imbue dice,
  • decrease Soul Hunter timer with RL,
  • 5% chance if attack you with melee or ranged weapon, then teleport behind the attacker before hit you.
Level 20: Damage resist Good.​

Note: Some abilities can be modified, e.g.: "Leap of Faith" can be recolored to Black Wings to diabolical (as fallen angel) and Bat Wings to demonical version.

Core​


Core 1 - Born of the Deep (Passive)
+2 3 melee/ranged power & +3 USP per core.​
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Dark Soul level 1

Core 2 - Depth Grip (Active):
SLA - Depth Grip​
Cost 6 SP​
Cooldown 15 second​
Range: normal spell range​
Target: Single​
Summon a shadow arm to attack (weapon damage+30%) and trip (DC 10+half RL DS level+CHA/WIS+Trip bonus) an enemy.​
Note: The spell works as a ranged effect with both melee and ranged weapons.
Note: parelel with Falconry's Diving Attack, have shared cooldown
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Dark Soul level 3

Core 3 - Infectious Carrier (Passive)
Half RL% change inflict random disease to attacker.​
Note: equal with Contagion, random type disease from: Blinding Sickness or Cackle Fever or Slimy Doom.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 6

Core 4 - Impressive Darkness (Passive)
Your Unholy Blight have RL% chance to charm non-boss evil creatures (Will DC vs RL+WIS/CHA+Enchantmen Bonuses) for 60+6 seconds per caster level. New Will save every 3d6+12 seconds.
You have half RL% chance to control a non-boss evil creatures in your aura with no save chance.
Note: This has the same effect as the Dominate Monster spell.
Note: Effect all non-boss evil creature include mindless as undead.
Dark Blessing now grant on critical hit effect Soul Tapping to favored weapons. (Soul Tapping equal with Touch of Idiocy spell effect, but DC= RL+WIS/CHA+Enchantmen Bonuses.)
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 12

Core 5 - I Never Fail (Passive)
Cooldown 3 min
Cost: 10% from max HP (only rest can restore) & the charmed creature(s) life (with Impressive Darkness)
Target: Self only
If you die, you can sacrifice the charmed creature(s) and immediately return as random Ascendant Undead (PM core 2+tier 5). Paralel with Death Pack spell.
1 use / rest (decrease max HP with 10% for the duration of the effect)
Self only
Paralel with Death Pack spell, but you return as random Ascendant Undead (PM core 2+tier 5).
Note: You can't use it, if haven't charmed creature!
Note: You can't use shape change abilities, but uniqe power useable and stack with undead bonuses.
Dark Blessing now grant on critical hit effect Soul Tapping to favored weapons. (Soul Tapping equal with Touch of Idiocy spell effect, but DC=10+half religion lore+WIS/CHA+Enchantmen Bonuses.)
The Revenge is Mine: Every time your life drops below half cooldown time of the unique ability is reduced by 1 minute.
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 18

Core 6 - Archbishop of Darkness (Active)
+2 Charisma/Wisdom and Constitution,​
+3 12 melee/ranged power (sum +15) and +12 USP (sum +30).​
The Revenge is Mine: Every time your life drops below half cooldown time of the unique ability is reduced by 1 minute.
Dark Blessing now grant vorpal hit effect Soul Sacrifice to favored weapons.​
Soul Sacrifice ("I'll still try to rip your soul out!"): If your target has fewer than 100*your chararter level hit points, then you rip out and sacrifice its soul to your Tanar'ri/Baatezu lords (Although this essentially 'kills' the target, it is not a Death effect and functions on creatures such as Undead but not most Constructs.) without save chance. If your target has above 100*your chararter level hit points, the inflict Soul Tapping effect without save chance.​
Welcome in <name> the Underworld (Active multiselector)​
Target: In your aura​
Cost: 50 SP​
Duration: instant​
Cooldown: 3 min​
DC: 20 + Conjuration bonus + CHA/WIS bonus​
The Dark Soul briefly summons one of the underworld planes in his/her aura.​
Stygia/Ice Wastes
You summon the frozen ice from Stygia/Ice Wastes to force enemies in the area to make a fortitude save versus being frozen solid in frozen ice for 1s * Character level.​
Even if they make the save from frozen, they take Character level * d3+3 Cold and d3+3 Evil damage (scales with spellpower) and are 3 stack chill (-10% movement -5% attack speed per stack) for 3s * Character level or make save; additional save every 3 seconds to negate frozen & slow effect.​
Bosses cannot be frozen, but can be slowed.​
Phlegethos
Summon the heat from Phleglethos to burn enemies in the area take Character level * d3+3 Fire and d3+3 Evil damage (scales with spellpower, Reflex half) & make fortitude save or gain 3 stack burning (scales with melee/ranged power, stacking 5 time).​
Even if they fail the save from burning [(half character level*stack) fire damage every 3 sec], they are in Panic (these Fear effect bypass natural immunity, and it doesn't last as long as it burns); additional save every 3 seconds to negate 1 stack burn effect.​
Burningwater
Summon the corrodive water from Burningwater to destroy enemies in the area take Character level * d3+3 Acid and d3+3 Poison damage (scales with spellpower, Reflex half) & make fortitude save or gain 3 stack wrecked (scales with melee/ranged power, stacking)
Even if they fail the save from wracking, they suffers a random ability loss (stack*2 ability point, scales with melee/ranged power) every 3 second; additional save every 3 seconds to negate one stack wreking effect.​
AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Dark Soul level 20

Tier 1​


Combat Traning I (Passive 2 AP)
Dark Soul receive specific combat training, during which they improve their used combat techniques:​
  • Weapon and Shield (req. Shield Mastery): Grant Religion Lore*2% bonus to secondary Shield Bash chance.
  • Double weapon (req. TWF): Grant Religion Lore % bonus to off-hand attack chance.
  • Single weapon (req. SWF): Grant half Religion Lore % bonus to Doublestrike chance
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: Dark Soul level 1

Dark Blessing (Active)
Core * 1 / rest​
Cooldown 10 sec​
Target: Self​
Duration: 1 min per caster level​
Increases the Enhancement Bonus of your currently equipped favored weapons (or shields) by 1 + 1 per 5 caster level. An item can have only one temporary item enchantment at a time.​
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: Dark Soul level 1

Dark Hug (Active)
1 use / rest​
Target: Enemy (Self) (This effect also works on bosses and Raid bosses without save chance.)
The ability steal life energy from target (decrease HP and max HP with half religion lore%, it's a high curse, only greater restoration can negate), you regain half religion lore% of your max. HP.
The ability steal life energy from target:
  • Decrease target max HP with your half RL%.
(Target lose all HP over new maximum. It's a high curse, only greater restoration, rest or die can negate. This curse stacking, but it further reduces the already reduced maximum.)
  • You regain RL% of your max HP to maximum.
Note: You can't kill anyone with dark hugs alone! (new max HP after use: 1st 90% - 2nd 81% - 3th 73% - 4th 66% - 5th 59% ... 10th 35%...)
Note similar ability: Healing Hands & Lay On Hands.
Note: Extra Lay On Hands increased the use number and regenerate of Lay On Hands recharge one use.
AP Cost: 1 / Ranks: 1 / Progression: 1 / Requires: Dark Soul level 1

SLA I - Baatezu/Tanar'ri Skin (Active)
Cost: 10 SP​
Cooldown: 15 sec​
Equal with Angelskin paladin spell.​
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: Dark Soul level 1

Battle Focused (Passive)
+[1/2/3] Concentration, Intimidate, and Spellcraft.​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: Dark Soul level 1

Tier 2​


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Mantle of Evil
(Passive)
You gain a battle aura (3 meter + 2 meter per core), you and allies in Aura gain RL% half CHA/WIS modifier to AC.​
Note: It count as paladin aura to SaD.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Dark Soul level 2

Blade of the Deepth (Imbue Toggle)
You channel the power of Hell/Abyss into your weapon.​
Grant +1d8 physical damage (scalles with 200% melee/ranged or 75 100% force spell power).​
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Dark Soul level 2

SLA II - Order of Evil (Active)
Cost: 10 SP​
Cooldown: 15 sec​
Equal with Righteous Command paladin spell.​
AP Cost: 2 / Ranks: 6 / Progression: 1 / Requires: Dark Soul level 2, SLA 1

Action Boost - Dark Flash (Active)
+[5/10/20]% movement and +[3/6/10]% attack speed.​
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: Dark Soul level 2

Tier 3​


Combat Traning II (Passive)
  • Weapon and Shield (req. Shield Mastery): Grant Core number bonus to block DR and Religion Lore to block PRR/MRR bonus.
  • Double weapon (req. TWF): Grant Oversized Two Weapon Fighting feat.
  • Single weapon (req. SWF): Grant additional +0.5x ability modifier damage scaling.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 3, Combat Traning 1

Dark Protection (Passive)
Your aura grant core number % physical damage absorp for you and allies in aura.​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 3, Mantle of Evil

Spirit Blade (Passive)
+1 Imbue dice & ghost touch ability.​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Blade of the Deep

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Charisma or Wisdom
(Passive)
+1 Charisma or Wisdom​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 3

Tier 4​


Combat Traning III (Passive)
  • Weapon and Shield (req. Shield Mastery): Grant Religion Lore% bonus to Shield AC.
  • Double weapon (req. TWF): You gain a Core number Shield bonus to Armor Class.
  • Single weapon (req. SWF): Your active Precision feat grant 5% bonus damage.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Combat Traning 2

Dark Mitigation (Passive)
Your aura grant core number % magical damage absorp (except untyped/bane) for you and allies in aura.​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Dark Protection​

Deep Metal (Passive)
Deep metal immune to durability damage and grant metallic bypass.​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Spirit Blade

SLA III - Unholy Blight (Active)
Cost: 13/10/8 SP​
Cooldown: 20/15/12 sec​
*Note: Shared cooldown with DD's Unholy Blight.
AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: Dark Soul level 4, SLA 2

Charisma or Wisdom (Passive)
+1 Charisma or Wisdom​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, CHA 1

Tier 5


Combat Traning V (Passive)
  • Weapon and Shield (req. Shield Mastery): Shields are favored weapon for you.
  • Double weapon (req. TWF): Your off hand weapon now adds your full attribute damage modifier.
  • Single weapon (req. SWF): You have a half RL% chance to parry (halve damage) a weapon attack. The parry throws the attacker out of his rhythm, so he receives a -5% Attack and AC penalty (stack 5 time) for 10 sec.
  • Single weapon (req. SWF): You have half Religion Lore% ripost chance against your melee attackers once per 3 sec. (This is a true extra attack with imbue damage, miss, hit, crit and vorpal chance.)
Additional grant +15% Competence bonus to maximum hit points.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5, Combat Traning 4

Greater Dark Blessing (Passive)
Dark Blessing grant Beheading ability to favored weapons (or shield).​
Note: Beheading ability is paralel with Keen ability, but stack with Improved Critical feat.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5, Dark Blessing from tier 1

Soul Blade (Passive)
+1 imbue dice & Align bypass.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5, Deep Metal

SLA IV - Serve Me Even in Death (Active)
Cost: 40/30/20 SP​
Cooldown: 30/25/20 sec​
Target: Friend​
Equal with Animate Ally Reincarnate spell, but returns as random undead (Pale Master's Core 2 undead forms and bonuses) instead of a different species.​
Note: Returned allies can't use shape change abilities for duration.
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: Dark Soul level 5, SLA 3

Soul Hunter (Passive)
If you kill an enemy - once per 30 second, with active unique power once per (30-RL) second - gain temporary HP & SP equal to its CR (epic level doubled).​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5

War Soul & Sacred Defender enhancements​


Tier 5: Divine Vessel, Wrathful Weapons and Harbored by Light abilities light damage should be changed to evil damage.

Core 4 Redemption: Grant bonus spell instead of resurrections: Trap the Soul as 7th spell.
 
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nym_craian

Member

Witch


Feats, saves,.. by level: https://docs.google.com/spreadsheet...vJLB4m9cKEHPxJEtceDzY5jhM/edit?usp=drive_link

Enhancement trees: Witch, Spellsinger (spec version) and a Coven base alchemist tree.
Note covens:
  • A Black Witch specializes in dealing damage to others. All fear crossing a Black Witch, for the fearful power they possess.
  • The Gray Witch is neither committed to destruction nor to help, but seeks a balance between the two, which is most easily found in nature.
  • A witch who has chosen to perfect the gentler aspects of the craft. A White Witch specializes in supporting others.

Class Skills: Bluff, Concentration, Diplomacy, Haggle, Heal, Jump, Listen, Perform, Spellcraft, Search, Tumble, UMD


Feat - Coven:
Choose witch coven (your coven opens an alchemist tree):​
  • Black Witch provides access to the Bombardier tree.
  • Grey Witch provides access to the Vile Chemist tree.
  • White Witch provides access to the Apothecary tree.
Ver. 2. Only White and Black chooseable.


Spells: Witch can learn bard spells except Evocation school.

Core​


Core 1 - Witch I
Each enhancement point spent in tree grants +1 USP.​

Recipes Book I:
Gain recipes book with 2 first level slot, and grant special coven base inscribe recipes feat.​
  • Black Witch can inscribe only Crimsonite alchemical recipes.
  • Grey Witch can inscribe only Cerulite alchemical recipes.
  • White Witch can inscribe only Gildleaf alchemical recipes.
Ver. 2: If have only 2 coven, then can inscribe any recipes.
Note Recipes Book: Gain a second spell tab on chracter sheet as multiclass spellcaster.
Note: Witch haven't automatic recipes. Witch must buy and write to book the recipes (rare ones are inaccessible to them).
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Witch level 1

Core 2 - Witch II
Witch's Radiance I (active):​
Cost: 1 song​
Cooldown: 30 sec​
Range as Fascinate​
Duration: 20 second + 6 second per inspiration level.​
DC = Perform+d20 vs Will​
You use a sound to create a specific effect in the area:​
  • Black Witch Curse Song: Enemies take Core number*2% music bonuses penalty to attack rolls.
  • Grey Witch Song of Harmony: Enemies take Core number*2% music bonuses penalty to movement speed.
  • White Witch Blessed Song: You and allies gain Core number*2% music bonuses to attack rolls.
Recipes Book II (passive):​
Two second level slot add to recipes book, and you can inscibe typed 2. level recipes.​
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Witch I, Witch level 3

Core 3 - Witch III
Witch's Radiance II (active):​
  • Black Witch Curse Song: Enemies take Core number*2% music bonuses penalty to AC.
  • Grey Witch Song of Harmony: You and allies gain 2%*Core number music bonuses to movement speed.
  • White Witch Blessed Song: You and allies gain Core number*2% music bonuses to AC.
Recipes Book III (passive):​
Two third level slot add to recipes book, and you can inscibe typed 3. level recipes.​
Diligent Servant (passive):​
If your famulus is present, it will automatically collect the basic material components for your spells and potions.​
Note: Equivalent to Eschew Materials at no extra cost.
Note: The variety of material components (more than 15 types in total) is too much, so I made it an automatically acquired ability.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Witch II, Witch level 6

Core 4 - Witch IV
Witch's Radiance III (active):​
  • Black Witch Curse Song: Enemies take 1d2 negative level.
  • Grey Witch Song of Harmony: Enemies take Core number% music bonuses penalty to attack speed.
  • White Witch Blessed Song: You and allies gain Panacea spell effect.
Recipes Book IV (passive):​
Two fourth level slot add to recipes book, and you can inscibe typed 4. level recipes.​
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Witch III, Witch level 12

Core 5 - Witch V
Witch's Radiance IV (active):​
  • Black Witch Curse Song: Affected enemies lose death and negative immunity.
  • Grey Witch Song of Harmony: You and allies gain Core number% music bonuses to attack speed.
  • White Witch Blessed Song: You and allies grant Deatward spell effect.
Recipes Book V (passive):​
Two fifth level slot add to recipes book, and you can inscibe typed 5. level recipes.​
Coven knowledge V (passive):​
Add 6th level coven spell to spellbook:​
  • Black Witch: 6th Destruction
  • Grey Witch: 6th Word of Balance
  • White Witch: 6th Greater Restoration
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Witch IV, Witch level 18

Core 6 - Witch VI
+4 CHA​
Recipes Book (passive):​
Two sixth level slot add to recipes book, and you can inscibe typed 6. level recipes.​
Greater Witch Secret (active):​
SLA: Otto's Sphere of Dancing, Cooldown 30 sec, 30 SP​
Greater Hex (passive):​
Decrease target's all immunity to 100-(3*caster level)% absorp for duration.​
Note Hex effect: -6 all saves, -[20-26] PRR/MRR, Melee/Ranged power and USP, -[20-26]% movement speed and -[10-13]% attack speed, block healing and immunity decrease to [40-22]% absorp.
AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Witch V, Witch level 20

Tier 1​


Hex I (active)
Cost: 1 song​
Cooldown 1 min​
Duration 10 + 3 sec per caster level (No save, No SR, This effect also works on bosses and Raid bosses.)​
Decrease target all saves with core number for duration.​
Note Hex effect: -[1-6] all saves
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none

Familiar I (toggle)
Choose a famulus: rat, cat, frog, snake or owl.​
If your familiar present grant permanent alchemical reaction effect:​
  • Black Witch Pyrite.
  • Grey Witch Orchidium.
  • White Witch Verdanite.
Note: Your famulus is a passive servant like the illusionist's famulus.
Note: A multiclass witch/alchemist can't change alchemical reaction if your famulus is present.
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none

Coven Knowledge I (passive)
You learn 1st level non bardic spell. This spell is in addition to known spells.​
  • Black Witch: Doom
  • Grey Witch: Shillelagh
  • White Witch: Shield of Faith
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: none

Witch Secret I (active)
SLA: Color Spray,​
Cooldown [10/8/6] sec​
Cost: [6/4/2] SP​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Subtle Spellcasting (passive)
Your spells generate [10/20/30]% less hate than they normally would, making enemies less likely to attack you.​
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: none

Tier 2​


Hex II (passive)
Hex Decrease target's PRR/MRR with your caster level.​
Note Hex effect: -[1-6] all saves, -[2-26] PRR/MRR.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Hex I

Familiar II (Passive)
You share your senses with your famulus, so you get a Core number bonus for your Listen, Search and Spot skills.​
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Familiar I

Coven Knowledge II (passive)
You learn 2nd level non bardic spell.​
  • Black Witch: Ray of Exhaustion
  • Grey Witch: Barkskin
  • White Witch: Prayer
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Coven Knowledge I

Witch Secret II (active)
SLA: Hold Person
Cooldown [10/8/6] sec​
Cost: [8/6/4] SP​
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: Witch Secret I

Efficient Metamagic (Passive)
Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.​
  • Efficient Empower: Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you [1/2/4] fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you [1/2/4] fewer Spell Points.
AP Cost: 2 / Ranks: 3 / Progression: 5 / Requires: none

Tier 3​


Hex III (passive)
Hex Decrease target's Melee/Ranged power and USP with your caster level.​
Note Hex effect: -[1-6] all saves, -[3-26] PRR/MRR, Melee/Ranged power and USP.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Hex II

Familiar III (passive)
If your familair present enemies that strike you have a 5% chance of becoming Fascinated for 6 seconds, Preform+d20 vs Will.​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Cove Path II

Coven Knowledge III (passive)
You learn 3rd level non bardic spell.​
  • Black Witch: Contagion
  • Grey Witch: Salt Ray
  • White Witch: Magic Circle Against Evil
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Coven Knowledge II

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Charisma I.
(passive)
+1 to CHA​
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: none

Tier 4

Hex IV (passive)
Hex Decrease target's movement speed with your caster level & attack speed with your half caster level.​
Note Hex effect: -[1-6] all saves, -[4-26] PRR/MRR, Melee/Ranged power and USP, -[4-26]% movement speed and -[2-13]% attack speed.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Hex III

Familair IV (passive)
Your familiar grant changing Reaction effect once per 90 second.​
Note: You can't change reaction, but grant short time typed buff.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Cove Path III

Coven Knowledge IV (passive)
You learn 4th level non bardic spell.​
  • Black Witch: Enervation
  • Grey Witch: Thorn Wave
  • White Witch: Radiant Forcefield
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Coven Knowledge III

Witch Secret III (active)
SLA: Deep Slumber
Cooldown [10/8/6] sec​
Cost: [10/8/6] SP​
AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: Witch Secret II

Charisma II (passive)
+1 to CHA​
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Charisma I

Tier 5​



Hex V (passive)
Hex Block target's all type healing ability for duration (paralel with Cursed Wound from Clay golem, but block all healing type).​
Note Hex effect: -[1-6] all saves, -[5-26] PRR/MRR, Melee/Ranged power and USP, -[5-26]% movement speed and -[2-13]% attack speed, block healing.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Hex IV

Familiar V (passive)
Your familiar grant +1 to all spell DC.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Cove Path IV

Coven Knowledge V (passive)
You learn 5th level non bardic spell.​
  • Black Witch: Slay Living
  • Grey Witch: Greater Command
  • White Witch: Reincarnate
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Coven Knowledge IV

Witch Secret IV (active)
SLA: Phantasmal Killer​
Cooldown [15/12/9] sec​
Cost: [15/12/9] SP​
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: Witch Secret III

Witch Knowledge (passive)
Choose: You gain Empower Healing Spell or Accelerate Spell metamagic feat.​
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none

Spellsinger variant​


Cores 2-6:
  • Your Enchantment, Evocation Necromancy and Illusion spells add +1 to their Difficulty Check.
  • +2% critical chance with sonic and positive spells. +1% spell critical chance.


Maybe change sonic SLA:
  • Sonic Blast -> Cause Fear
  • Reverberate -> Burning Blood
  • Shout -> Waves of Exhaustion
 
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