Earthkin Defender

From Arelith Wiki
Jump to: navigation, search
Classes
Arelithwikilogo.png
Arelith Wiki

Character Creation:
Creation (New Players Guide)
Race - Deity - Class
Gifts - Backgrounds - Alignment
Marks - Epic Sacrifice
Customization - Head List - Builds
Character Systems:
Description - Disguise / Covered
Languages - Experience - Quests
Pickpocket - Rest - Role Play Bonus
Death - Lycanthropy - Investigate
Sequencers - Runic Sequencers
World Systems:
Settlements - Factions
Quarters - Shops - Taverns - Banks
Riding - Sailing - Boons
Communication - Portals
Time - Containers/Bags
Radiant Heart - Assassin's Guild
Sencliff's Pirates
Item Creation Systems:
Alchemy - Art Craft - Carpentry
Herb - Smith - Tailor
Dweomercraft - Runes
Armor
Weapons - Melee / Ranged / Siege
Resources - Poison
Arelith Changes:
Classes - Skills - Feats - Trap
Summons - Familiar Reskins
Spells (list) - Misc
Help:
Rules - Roleplay - Maps
Console Commands
Common Bugs - Staff
Support Tickets - Character Remake
[The Astrolabe]

Earthkin Defender is a default prestige class with Arelith specific changes.


Introduction

Arelith Earthkin Defenders enjoy changes that benefit their signature defensive stance ability as well as unique Arelith specific feats to customize the class. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Requirements

Alignment restrictions: Any lawful

Base attack bonus: +7

Feats: toughness

Race: dwarf (shield, gold, wild, duergar), gnome (rock, forest, svirfneblin), halfling (lightfoot, ghostwise, strongheart)

Class Features

Earthkin Defender
DwarDef.jpg

Hit die: d12

Proficiencies: armor (light, medium, heavy), shields, weapons (martial, simple)

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: concentration, craft mastery, discipline, heal, listen, lore, parry, ride, sail, spot, taunt

Unavailable feats: craft wand, scribe scroll, weapon specialization

Class feats: Iron Stance, Safeguard, Debilitating Strike, Banner, Mounting Resistance

Primary saving throw(s): fortitude, will

Base attack bonus: +1/level

Special: All activatable abilities, besides Defensive Stance, mechanically require any Light, Medium or Heavy Armor to be worn. Cloth Armor works with non-activatable abilities (Mounting Resistance, Magebane) and Defensive Stance (including Iron Stance). Examples on how armor breaks down between these categorizations can be found here.

Level Progression

Hit points rolls on Arelith are always maximum.

Level BAB Fort Ref Will Feats HP DR
1 1 2 0 2 Defensive Stance, Dodge, Class Feat 12 -
2 2 3 0 3 Earthkin Resilience, Defensive Awareness I 24 1/-
3 3 3 1 3 36 1/-
4 4 4 1 4 Class Feat 48 2/-
5 5 4 1 4 Defensive Awareness II 60 2/-
6 6 5 2 5 72 3/-
7 7 5 2 5 Class Feat 84 3/-
8 8 6 2 6 96 4/-
9 9 6 3 6 Evasion 108 4/-
10 10 7 3 7 Class Feat, Class Power, Defensive Awareness III 120 8/-

Epic Earthkin Defender

Bonus feats: The epic Earthkin Defender gains a bonus Epic class feat every three levels. In other words, at levels 13, 16, and 19.

Epic Class feats: Magebane, Aegis, Deterrence

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Level Feats HP range DR
11 Epic Earthkin Defender 132 8/-
12 144 9/-
13 Epic Class Feat 156 9/-
14 168 10/-
15 Armor Skin 180 10/-
16 Epic Class Feat 192 11/-
17 204 11/-
18 216 12/-
19 Epic Class Feat 228 12/-
20 240 13/-

Arelith Changes

Change Level Description
Class skills - Earthkin Defenders on Arelith get access to Ride, Sail and Taunt as class skills.
Prerequisites - Dodge is not required to take Earthkin Defender levels, only Lawful, Toughness and +7 BAB. Additionally, the class is no longer limited to just to the dwarf race, it is available to all Earthkin races: dwarf (shield, gold, duergar, wild), gnome (rock, forest, svirfneblin), halfling (lightfoot, ghostwise, strongheart)
Defensive Stance 1 Changed to +1 AB, +2 dodge AC, +2 uni saves, and temporary health equal to double the character's Earthkin Defender levels. In addition the movement speed penalty is substantially less than it was before.
  • Duration: 1 Turn per (Earthkin Defender]] levels*2)
  • Example: 6 levels of Earthkin Defender = 12 Turn Duration
  • 5 round (30 second cooldown) that starts after leaving stance or upon reaching maximum stance duration.

For speeds:

PC: 100%
Normal: 87.5%
Slow: 62.5%
Very Slow: 37.5%
Vanilla Defensive Stance is immobile. The Arelith changes moves it to 62.5% baseline. Iron Stance is -1 and at 10th level Earthkin Defender is +1.
Dodge 1 Gains Dodge, is no longer a prerequisite.
Earthkin Resilience 2 Gain 1/- damage reduction every 2 levels.
Evasion 9 Gains Evasion.
Class Power 10 Grants an additional +3 DR and further reduces the movement speed penalty of Defensive Stance.
Armor Skin 15 Gains Armor Skin.
Earthkin Defender abilities - All Earthkin Defender abilities are flagged as extraordinary.
Class Feats - Class feats can only be spent on a special pool of Earthkin Defender feats.
  • The majority of these feats have three tiers to them, the THIRD tier will always cost an epic feat.
  • In addition there are a few epic feats independent of the tiered options.
  • Bonuses will be displayed in the format of 1/2/3 in regards to what the benefit is depending on the tier.
  • Note: Epic class feats properly require epic Earthkin Defender class levels to be selected.
Iron Stance - The benefits of Defensive Stance are replaced with +2 AB, +4 dodge AC, +4 uni saves, and temporary health equal to quadruple the Earthkin Defender's class level.
  • Defensive Stance's speed is decreased by this feat.
Safeguard I, II, III - The Earthkin Defender and allies are granted 10/15/20 physical damage immunity and 0/16/26 SR for 30 seconds.
  • This ability has a 2 minute cooldown.
  • This is an instant action
Debilitating Strike I, II, III - Make a melee touch attack at -12/-8/-4 AB against a target.
  • On a successful hit the target's movement speed is decreased by 50% for 3 rounds.
  • At the third tier the target will make a fortitude saving throw (with spellcraft) vs. a DC equal to half of the Earthkin Defender's levels + strength modifier + 20.
  • On a failed save the target is affected by the Slow spell instead for 3 rounds.
  • 2 minute cooldown.
  • VFXs have been added to Debilitating Strike's impact.
Banner I, II, III - Deploy a stationary fragile banner that will stand for 60 seconds.
  • The Earthkin Defender and allies within its radius receive +1/+2/+3 AB, +1/+2/+3 Uni, +10/+16/+26 SR, +1/+2/+3 to all skills, +1/+2/+3 damage, and +10%/+20%/+40% movement speed.
  • Banner has:
  • Critical hit immunity
  • 80% slashing and piercing damage immunity
  • 70% bludgeoning damage immunity
  • some appropriate effect immunities.
  • 2 minute cooldown.
Mounting Resistance I, II, III - The Earthkin Defender receives +3/+6/+9 regeneration while in Defensive Stance.
Magebane - The Earthkin Defender passively gains SR equal to 16 + their Earthkin Defender level.
Aegis - The Earthkin Defender and their allies gain temporary (30 seconds) health equal to sextuple (6x) the Earthkin Defender’s total class level.
  • 4 minute cooldown.
  • VFXs have been added to Aegis.
Deterrence - All other allies near the Earthkin Defender (but not the Earthkin Defender) receive biteback damage.
  • The damage is calculated by a number of d3 dice equal to the Earthkin Defender’s (Hard) constitution modifier.
  • Lasts for 18 seconds.
  • 2 minute cooldown.

Roleplay Tips

Class information and source references on FRwiki.

External Links

Information about default NWN class are available on NWNWiki.