Welcome to



New Classes GuideBy Darin ClarkSections: TOC \o "1-3" \h \z \u Welcome to My Custom Content PAGEREF _Toc35161126 \h 3How to Install My Custom Content to Your Module PAGEREF _Toc35161127 \h 3New Content PAGEREF _Toc35161128 \h 3New Base Classes PAGEREF _Toc35161129 \h 3Privateer PAGEREF _Toc35161130 \h 3Spirit Whisperer PAGEREF _Toc35161131 \h 5Spirit Warrior PAGEREF _Toc35161132 \h 8New Prestige Classes PAGEREF _Toc35161133 \h 9Brother of the Sword PAGEREF _Toc35161134 \h 9Patchwork Artificer PAGEREF _Toc35161135 \h 10Sharpshooter PAGEREF _Toc35161136 \h 11New Spells*: PAGEREF _Toc35161137 \h 13Bard Spells: PAGEREF _Toc35161138 \h 13Cleric Spells: PAGEREF _Toc35161139 \h 13Druid Spells: PAGEREF _Toc35161140 \h 13Paladin Spells: PAGEREF _Toc35161141 \h 14Sorcerer/Wizard Spells: PAGEREF _Toc35161142 \h 14Warlock: PAGEREF _Toc35161143 \h 15Spirits: PAGEREF _Toc35161144 \h 15Minor Spirits: PAGEREF _Toc35161145 \h 15Greater Spirits: PAGEREF _Toc35161146 \h 17Epic Spirits: PAGEREF _Toc35161147 \h 18Spirit Lashes: PAGEREF _Toc35161148 \h 18New Feats: PAGEREF _Toc35161149 \h 19General Feats: PAGEREF _Toc35161150 \h 19Class-Specific Feats: PAGEREF _Toc35161151 \h 20Credits: PAGEREF _Toc35161152 \h 25Welcome to My Custom ContentHow to Install My Custom Content to Your ModuleDownload zip file.Unzip file “classes” to your My Documents/Neverwinter Nights 2/Override file.Make a backup of your Dialog.tlk file in your C:Program Files/Atari/Neverwinter Nights 2/Dialog.tlk and put this file somewhere for safe keeping.Copy the Dialog.tlk from the Classes folder and overwrite the Dialog.tlk file in your C:program Files/Atari/Neverwinter Nights 2 folderOpen the Neverwinter Nights 2 toolsetOpen the module that you wish to play the new classes in.Open the module propertiesImport the “all_creatures_061214.hak” file into the module as a hak file.Intert the following files into the following module script slots:The custom_heartbeat script should be placed within the OnHeartbeat slot of the moduleThe custom_levelup script should be placed within the OnLevelUp slot of the moduleThe custom-rest script should be placed within the OnRest slot of the moduleLoad the game as you normally would and enjoy the new classes(You must perform these actions for every module you want to use these new classes.)New ContentNew Base ClassesPrivateerPrivateers are professional adventurers. Pirates, fortune hunters, specialists, bodyguards or even bounty hunters, it does not matter what title the privateer goes by they are adventurers for hire. Some privateers are on a quest, some are troublemakers, and some just find themselves living amongst the worst sorts of scum, but all privateers are adventurers by choice.As adventurers they have the combat abilities of fighters, but they also have class skills for non-combat situations. Privateers are not as functional in heavier armors as a warrior, nor are they are not devious as a rogue. However, what they do have are the skills needed to survive in hostile situations and profit from whatever riches they may find along the way.The major difference between a privateer and a fighter is that a fighter focuses their skills towards the use of a specific weapon of choice to confront an all-powerful advisory. Privateers however employ themselves towards a task and focus their skills towards a defensive style of combat because they have no idea of how many opponents or what type they will need to confront to complete their mission. Privateers do not seek pride or glory; they just simply want to be paid for the job.Class Features:Hit Die: d10Base Attack Bonus: High.High Saves: Fortitude.Weapon Proficiencies: Simple and martial weapons.Armor Proficiencies: Light and medium armor. Shield proficiency Skill Points: 2 + Int modifier per level, x4 at first level.Class Skills: Appraise, Craft (armor, trap & weapon), Intimidate, Lore, Parry, Set Trap, Survival and Taunt.Level Progression:Privateer Profession: Privateers make their living as adventurers by developing the skills that they need to survive or accomplish their quests. A privateer gains their first skill focus feat as a bonus feat at 1st level. This level is unique because the privateer can choose a profession rather than just a simple skill focus feat. The privateer professions that can be chosen from include defender, instigator, negotiator, trader or spy, each with their own unique benefits. After this level the privateer can choose another skill focus feat every 5th level as bonus feats but “privateer professions” can only be selected at 1st level. While privateer professions offer the best skill bonuses and grant an additional profession-based feat at 9th level, the privateer does have the option to just accept a simple skill bonus instead. If the privateer does accept an enhanced skill instead of a profession, then the privateer will receive tower-shield proficiency at 9th level as a free feat (if they do not already have it) instead.The privateer has access to all skill focus feats except perform. This is because they do not have access to this skill in the first bat Expertise: At 3nd level, a privateer gains Combat Expertise as a bonus feat even if they do not qualify for it.Expert Tactician: At 5th level, a privateer gains Expert Tactician as a bonus feat even if they do not qualify for it.Defend Flank: For fighters their best weapon is their weapon, for rogues it is their sneak attack but for privateers their best weapon is their shield. At 6th level privateers start to use a combination if taunting and shield use to throw their opponents off their guard. While using a shield a privateer holds it in such a manner that it appears their flank or peripheral areas are vulnerable. This is a trick to try and throw their opponents off guard. This method allows the privateer to add their intelligence modifier to their armor class while they are holding a shield in combat in-addition to the armor benefits from the shield alone. This feat also serves as a prerequisite to other shield-based class feats that the privateer can purchase when gaining levels.Uncanny Dodge: At 6th level, a privateer gains Uncanny Dodge as a bonus feat even if they do not qualify for it. Inspiring Leadership: At 8th level the privateer gives off an aura of confidence and leadership. The privateer becomes immune to fear and gives off an aura that protects their allies within 10'?feet from fear attacks. With this feat the privateer generates an aura of courage as the paladin ability of the same name.Beneficiary: At 9th level the Privateer starts seeing some secondary profit from their profession. Side business ventures, haggling shrewdness or appreciative wealthy benefactors, start to turn a side-profit for the privateer. At this level (and every level after) the privateer will gain a certain amount of coin from these ventures that will be attained every time they level up.Slippery Mind: When a privateer reaches 12th level, their mind becomes more difficult to control. If the privateer fails a save against an enchantment spell or effect, they automatically get one reroll. They only get this one extra chance to succeed at a certain saving throw.Improved Combat Expertise: At 13th level, a privateer gains Improved Combat Expertise as a bonus feat even if they do not qualify for it.Improved Uncanny Dodge: At 16th level, a privateer gains Improved Uncanny Dodge as a bonus feat even if they do not qualify for it.Defensive Roll: At 16th level, a privateer gains a rogues’ Defensive Roll ability as a bonus feat even if they do not qualify for it.Spirit WhispererThe Spirit Whisperer is a specialty class who talks empathically and gestalts with spirits to benefit from the spiritual bond. Spirit whisperers use the spirits that they have relationships with as supernatural companions or instruments. These spiritual bonds act in a manner like a persistent spell-like effect to form a more powerful being. A Spirit Whisperer must be in touch with their surroundings and feelings to communicate with these spirits and, thus may not use any armor other than light armor. Instead they prefer to leave their bodies as open vessels to the many spiritual forces that may want to bond with them.SpiritsThe spirits that Spirit Whisperers communicate with usually come in one of four types; ancestral spirits, animal spirits, nature spirits and undefined spirits. Undefined spirits are more commonly referred to as “any spirits” as they can belong to more than one spiritual type. The remaining types of spirits typically do not acknowledge each other and act as if completely unaware of the others existence. A Spirit Whisperer will have to perform a conscious act (such as purchasing a feat) to bond with spirits. Spirits are not considered to be undead because they are not innately evil or hostile towards the living. Thus, despite the fact they were once alive they are not considered to be undead beings, but rather non-hostile, once-living creatures or conscious elemental energies. Ancestral spirits are the restless spirits of various humans and demi-humans that are not yet willing or able to pass-on and leave this world behind. Animal spirits are like ancestral spirits but instead of not being willing to leave this world behind, are unable to leave this world yet or simply do not have a next-world to pass-on to. Lastly nature spirits are elemental or extra-dimensional entities that are natural to this world even though they get their energy form other dimensions.In addition, to there being three different types of spirits there are also three different ways in which various spirits react when bonded with their Spirit Whisperer host. These three types of behavior are categorized as passive, active and aggressive. Passive spirits bond with their host permanently to occupy the same body. The bond itself with the passive spirit delivers benefits to the body that they share to create a permanent spell-like effect. Like all spirit effects, these benefits are supernatural in origin but cannot be dispelled. Since the bonds effect do not affect anything other than the host, they are not subject to magical resistance either.Active spirits are in a sleep-like state until the Spirit Whisperer needs them. They only remain bonded with the host until they are evoked. When the Spirit Whisperer adopts the bond with one of these spirits (accepts them as a feat) this becomes a mutually beneficial relationship. These spirits rest in the host and only awaken to the hosts aid when called upon.Aggressive spirits do not truly bond with their hosts at all. Instead they use the host to cross into our world from the spirit world. The host usually benefits from some small benefit from the gestalt itself but, rather than bond with the host the spirit usually takes some physical form and fights alongside the host instead. These spirits are less predictable and cannot truly be controlled at all. Other than to conjure or dismiss these spirits the host usually has little if any control over the summoned creature. With these being the most difficult spirits to control the Spirit Whisperer must meet some level requirement before they will be able to bond with one of these spirits.Attaining SpiritsSpirit Whisperers can attain relationships with spirits that they have affinity with either the feats they will earn through normal level progression or through bonus feats that they will earn at certain levels. They can also attain other forms of secondary affinity with other spirit types or attain special spirit-related feats (such as Spirit Lash) with these bonus feats as well. Unlike Spirit Warriors, Spirit Whisperers can eventually attain relationships with greater, intense or epic spirits as well. Usually these more-powerful relationships are only attainable with the whisperer’s primary spiritual affinity but there have been epic-level Spirit Whisperers with primary affinities amongst multiple spirit types.Class Features:Alignment: Spirit Whisperers can be of any alignmentHit dice: d6Base Attack Bonus Progression: MediumStarting Feats: Simple Weapons, Light Armor and Spiritual GestaltHigh Saves: WillSkill Points: 4 + Int modifier per level, x4 at first level.Class Skills: Craft Alchemy, Concentration, Diplomacy, Heal, Hide, Listen, Lore, Move Silently, Parry, Spot, and SurvivalLevel Progression: Primary Spiritual Affinity: At 1st level a Spirit Whisperer will choose their primary spiritual affinity. The Spirit Whisperer will be allowed to choose if they want their primary affinity to be with sprits of ancestral, animal or natural origin. Each type of affinity comes with bonuses depending upon what type the whisperer chooses. This affinity will also determine what types of spirits that the whisperer will be able to bond with. If a Spirit Whisperer wishes to bond with spirits of a different type after this point, they will have to purchase a form of secondary affinity from their bonus feats.Bonus Feats: Spirit Whisperers attain spirit-based bonus feats. They will receive their first at 1st level, their 2nd at 2nd level and then one more every 3rd level thereafter. Thus, they will gain another at 5th level, 8th level, etc.Certain feats available to Spirit Whisperers are only attainable from their bonus feats. Spiritual Affinity feats and Spirit Lash feats can only be purchased with the Spirit Whisperer’s bonus feats. This is because no two of these class feats can be attained during the same level of progression. Thus, Secondary Ancestral Spirit Affinity, Secondary Animal Spirit Affinity, Dark Spirit Lash and the like can only be attained through means of the Spirit Whisperer’s bonus feats.Spiritual Protection: At 3rd level Spiritual Whisperers gain protection from their bonds with their spiritual allies. They can add an armor bonus equal to their wisdom modifier to their armor class if they are not in any armor heavier than light armor. This protection consists of the whisperer's spirits controlling the whisperer's movements and interfering with the actions of the whisperer's enemies. Thus, this armor bonus is a form of dodging armor class bonus.Spirit Lash: At 4th level Spirit Whisperer gain the ability to unleash a special spell-like attack called a spirit lash. This attack can strike one opponent for in a chain-like effect per every point of the whisperer’s wisdom modifier, plus one more target per every 4-levels that the whisperer has attained. This attack will strike for 2d4 points of damage plus an additional 1d4 per every 2 levels that the whisperer has attained. This attack has a cool-down period after every use.Spiritual Heal: At 10th level the Spirit Whisperer gains the ability to call upon the spirits within them to heal themselves. This power can be used once per day and will heal the Spirit Whisperer of 2 hit points per level they have in Spirit Whisperer or Spiritual Warrior.Augment Summoning: At 12th level Spirit Whisperers gain the feat of the same name regardless if they meet the prerequisites or not.Spirit WarriorA Spirit Warrior is a fighter class that maintains a bond with a spiritual entity. This spiritual entity allows the warrior to manipulate spirits like a Spirit Whisperer. Unlike whisperers the warrior does not attain true affinity with spirits. They simply have a bond with a spiritual entity that acts as a liaison allowing the warrior to have influence with spirits of a specific type.Unlike Spirit Whisperers, Spirit Warriors can only attain minor spirit feats and can only attain these feats with their bonus feats (one every 4th level). Bonds with greater and more powerful spirits can only be attained by Spirit Whisperers.Class Features:Alignment: Spirit Warriors can be of any alignmentHit dice: d10Base Attack Bonus Progression: HighStarting Feats: Simple and Martial Weapons, Light and Medium Armor, Shield Proficiency and Spiritual BondHigh Saves: Fortitude Skill Points: 2 + Int modifier per level, x4 at first level.Class Skills: Concentration, Craft Armor, Craft Weapon, Intimidate, Listen, Parry, Survival and Taunt.Level Progression:Choose Spiritual Path: At 1st level a Spirit Warrior will choose what type of spirits that they wish to bond with. They may choose from ancestral, animal or nature spirits. Each type of bond comes with benefits depending upon the type chosen. This bond will also determine what type of spirits the warrior will be able to bond with starting at 4th level.Uncanny Dodge: At 3rd level a Spirit Warrior gains uncanny dodge as the feat of the same name, regardless if they meet the prerequisites or not.Spiritual Bonding: At 4th level the Spirit Warrior's bond with the spirit world becomes so strong that they can form a bonding relationship with their 1st spirit. They will be able to choose a minor spirit from the types of spirits they chose at 1st level. They will receive an additional spirit every 4th level from this point on.Spiritual Heal: At 7th level a Spirit Warrior gains Spiritual Heal as the Spirit Whisperer ability of the same name.Warrior's Wrath: At 9th level a Spirit Warrior can fuse their physical body with their bonded spirits thus gestating their power to the warrior. This creates a temporary bonus to the warrior’s strength, dexterity or saving throws. The bonus and duration of this power is based upon the warrior’s wisdom modifier. The warrior may do this once per day at 9th level, 2 times per day at 13th level, 3 times per day at 18th level and 4 times per day at 24th level. Using this power, a second time before the 1st duration is complete will dispel the 1st effect for the 2nd effect.Improved Uncanny Dodge: At 11th a Spirit Warrior gains improved uncanny dodge as the feat of the same name, regardless if they meet the prerequisites or not.Indomitable Soul: At 16th Level a Spirit Warrior gains indomitable soul as feat of the same name, regardless if the character has the prerequisites or not.New Prestige ClassesBrother of the SwordThe Brotherhood of the Sword is a prestige class from a secret society of warriors that as a group attempt to police and enforce actions against magic covens. As a society they share various forms of fighter training and methods to protect themselves from magic. Individually they are very skilled fighters and have a focused distrust of those who specialize in magic use.Class Requirements:Base Hit Bonus: 6Feat: Iron Will and one weapon focus feat from one of the following weapons: dagger, falchion, katana, kukri, rapier, scimitar, sickle or sword (any kind,) Class Features:Alignment: Brothers of the sword cannot be chaoticHit dice: d10Maximum Number of Levels: 7Base Attack Bonus Progression: HighHigh Saves: AllSkill Points: 2Class Skills: Craft Weapon, Craft Armor, Diplomacy, Intimidate and ParryLevel Progression:Brotherhood Reputation: At 1st level a member of the brotherhood gains an effective +2 to their diplomacy and intimidation skills because of their status as a member of the brotherhood.Bonus Feat: At 2nd level A member of the Brotherhood will gain a bonus weapon feat. This feat will be based upon one of the preferred weapons of the class. (See the weapon focus requirements under the Class Requirements above.)Lesser Dispel Ability: At 3rd level the member of the brotherhood gains the ability to temporarily imbue their sword with the ability to carry a lesser-dispel effect within its blade. This ability requires the member of the brotherhood to be carrying the weapon in their right hand to summon this ability and this ability will only last for a brief period. This ability allows the member of the brotherhood summon this ability one time per day.Improved Initiative: At 4th level a member of the brotherhood gains improved initiative as the feat of the same name regardless if they meet the prerequisites or not.Spell Resistance: At 4th level a member of the brotherhood gains natural spell resistance equal to their Willpower saving throw +10.Lesser Dispel Ability: At 5th level the member of the brotherhood gains the ability to temporarily imbue their sword with the ability to carry a lesser-dispel effect within its blade a 2nd time per day. This ability is identical to the lesser-dispel ability they attain at 3rd level but now they can use it twice per day.Greater Dispel Ability: At 7th level the member of the brotherhood gains the ability to temporarily imbue their sword with the ability to carry a greater-dispel effect within its blade. This ability requires the member of the brotherhood to be carrying the weapon in their right hand to summon this ability and this ability will only last for a brief period. This ability allows the member of the brotherhood summon this ability one time per day. This ability does not replace the member’s lesser dispel ability and now they should have one use of each per day.Bonus Feat: Brothers of the sword gain another bonus weapon feat at this level.Patchwork ArtificerThe Patchwork Artificer is a prestige class from a secret society of gnomes that were worried about other competing magic covens. As a group they are very cunning with their arcane magic and magical crafting skills. They are skilled as alchemists, craftsman and are quite skilled in manipulating arcane energies. As a secret society they are limited as they only allow other gnomes to join their ranks.Class Requirements:Skills: Craft Alchemy and Lore 8 ranks each.Spellcraft 4 ranksArcane Spell Ability: Must be able to cast 3rd level arcane spellsRace: GnomeClass Features:Alignment: Patchwork Artificers can be of any alignmentHit dice: d4Maximum Number of Levels: 7Base Attack Bonus Progression: LowHigh Saves: WillSkill Points: 4Class Skills: Bluff, Concentration, Craft Skills (All), Lore, Spellcraft, Taunt and Use Magic DeviceFeats: Simple WeaponsLevel Progression:Arcane Spell Progression: Like Arcane Scholars of Candlekeep, Patchwork Artificers will continue to gain in spell levels as if they had gained a spell level in their base arcane magic-user class. They will advance in one spell level for every level they attain as a Patchwork Artificer.Brew Potion: At 1st level Patchwork Artificer gains brew potion feat regardless if they have the prerequisites or not.Skill Focus (Use Magic Device): At 2nd level a Patchwork Artificer gains this skill focus feat regardless if they meet the prerequisites or not.Craft Wand: At 4th level Patchwork Artificers gain the craft wand feat regardless if they have the prerequisites or not.Silent Spell: At 5th level a Patchwork Artificer gains this metamagic feat regardless if they meet the prerequisites or not.Craft Wondrous Item: At 7th level a Patchwork Artificer gain the craft wondrous feat regardless if they have the prerequisites or not.SharpshooterThe Sharpshooter is a prestige class that specializes in the use of bows. They are a fighter-based class when it comes to their fighting ability. However, they utilize stealth so to be able to take out their targets from a distance without the target even knowing that they were even there.Class Requirements:Skills: Hide and Move Silently 4 ranks each.Feats: A character is required to have Point-Blank Shot and Weapon Focus in either longbow or shortbow.Base Attack Bonus: +5Class Features:Alignment: Sharpshooters can be of any alignmentHit dice: d8Maximum Number of Levels: 10Base Attack Bonus Progression: HighHigh Saves: Fortitude & ReflexSkill Points: 2Class Skills: Craft Weapon, Hide, Intimidate, Listen, Move Silently, Spot & SurvivalFeats: Simple and Martial WeaponsLevel Progression:Sharpshooter Bow Adjustment: At 1st level Sharpshooters can adjust their bow to give the weapon a Mighty property equal to their strength modifier.Sharpshooter Accuracy: At 2nd level Sharpshooters gain +1 to their accuracy when using either a longbow or shortbow. This bonus increases by 1 for every additional two levels in sharpshooter.Rapid Shot: At 3rd level Sharpshooters gain the Feat of the same name for free regardless if they meet the prerequisites or not.Power Critical: At 4th level Sharpshooters gain bonus feats in both Power Critical Longbow and Power Critical Shortbow regardless if they meet the prerequisites or not.Deadly Shot: At 5th level Sharpshooters gain a damage bonus with the use of their bows from increased knowledge on where to hit their targets. Sharpshooters gain +2 to their damage when using either a longbow or shortbow. This bonus will reach its maximum of +4 when the character reaches 10 levels in sharpshooter.Improved Critical: At 6th level Sharpshooters gain bonus feats in both Improved Critical Longbow and Improved Critical Shortbow regardless if they meet the prerequisite or not.Manyshot: At 7th level Sharpshooters gain the Feat of the same name for free regardless if they meet the prerequisites or not.Bonus Feats: At 7th level the Sharpshooter gains access to several feats exclusive to the Sharpshooter class and can choose of one as bonus feat. Although some of the feats on the sharpshooter bonus feat list are not exclusive to the Sharpshooter class the following feats are: All the Imbue Arrow Feats, Improved Arrow Imbuement and Sharpshooter Senses. In addition to the Sharpshooter being able to gain these feats as bonus feats as of this level they are also attain them through normal level progression. Sharpshooters will gain another bonus feat from this list at 10th level.New Spells*:Due to unknown variables built within the Neverwinter Nights 2 software, I could not get these new spells to work in conjunction with the Scribe Scroll, Craft Wand or Brew Potion crafting feats. Sorry.Bard Spells:1st Level:Knotri’s Stabilizer: (Transmutation) Creates a pocket of dimensional energy that helps control other arcane energies.Sonic Bolt: (Conjuration) Creates a projectile of sonic energy.2nd Level:Elven Hymn: (Abjuration) Blesses allies with temporary immunity to sleep and charm.Stir of Echoes: (Illusion) Combination of a sonic attack and audible illusion.3rd Level:Warrior’s Yelp: (Enchantment) Enchanted war cry allows those affected to resist fear and accelerate ground movement. Does not work with haste.5th Level:Power Word Silence: (Conjuration) Silences a target of 175 hit points or less.Cleric Spells:1st Level:Divine Bolt: (Conjuration) Creates a projectile of divine energy.3rd Level:Disgrace: (Enchantment) Temporary reduces target’s charisma score and possibly causes them to attack their allies.7th Level:Arclight: (Evocation) Creates a chain attack that causes intense damage to undead.Druid Spells:2nd Level:Fairy Dust: (Conjuration) Creates a cone of fairy dust that can daze opponents and reveal invisible opponents.Fleetfoot: (Enchantment) Blesses allies with improved reflexes and ground speed.4th Level:Swarm of Termites: (Evocation) Creates a swarm of insects that can cause devastating damage to plant-based opponents.Wing Buffet: (Evocation) Creates an intense gust of wind like the wing buffet attack of a dragon.Paladin Spells:1st Level:Divine Bolt: See the cleric spell of the same name above.Sorcerer/Wizard Spells:1st Level:Knotri’s Stabilizer: See the bard spell of the same name above.3rd Level:Wound: (Necromancy) Causes a bleeding wound on a selected target. Causes negative damage on impact and continues to cause more damage for a few rounds thereafter.4th Level:Hallucinatory Cloud: (Illusion) Creates a cloud of billowing vapors that makes it difficult to determine friends from foes and it will also cause some reduction of arcane concentration.Knotri’s Blossom: (Evocation) Creates a grenade-like projectile of dimensional energy. Dazes all in area of effect and causes minor blunt force damage.5th Level:Chromatic Missiles: (Conjuration) Creates projectiles of elemental energy (fire, cold, electricity, acid and sonic) that attack like a missile swarm against enemies in the area of effect.Power Word Silence: See bard spell of the same name above.7th LevelIllusionary Redemption: (Illusion) Recreates a haunting event from the target’s past. The more powerful the target, the more damaging this attack.8th Level:Knotri’s Furious Backlash: (Abjuration) Completely destabilizes arcane energies, thus dispelling all arcane effects and causing electrical damage to all those in area of effect.Warlock:2nd Level:Hell Hound: (Conjuration) Summons a hound from the lower plains to protect you.3rd Level:Hellscream: (Evocation) Warlock can unleash a horrific scream causing sonic damage to all close by enemies.4th LevelReap the Dammed: (Necromancy) Warlock absorbs a dammed soul to act as a protective sheath.Spirits:Minor Spirits:Agile Animal Spirit (Animal Spirit, Passive): Improves reflexes and some immunity to spells that affect movement.Air Spirit (Nature Spirit, Aggressive): Summons a minor air spirit.Angry/Bloodthirsty (Ancestral Spirit, Active): Gives vampirism effect to weapon and provides some protection to mental attacks.Archer Spirit (Ancestral Spirit, Aggressive): Summons a minor hunter spirit to protect the summoner.Arctic Spirit (Nature Spirit, Active): Gives cold effect to weapon and provides some protection from cold attacks.Battle Spirit: (Any Spirit, Active): Provides summoner and allies protection from fear and some bonuses in battle.Beauty Spirit (Any Spirit, Passive): Improves charisma.Blight Spirit (Nature Spirit, Active): Causes disease and negative damage to area of effect.Broken Spirit (Ancestral Spirit, Passive): Immunity to fear and some minor regeneration.Chameleon Spirit (Animal Spirit, Passive): Improves hide skill and offers some camouflage ability in melee.Changing Seasons, Spirit of (Nature Spirit, Passive): Grants some resistance to heat and cold.Cleansing Spirits (Any Spirit, Active): Summons spirits with powerful dispelling abilities.Death Spirit (Nature Spirit, Passive): Provides resistance to death magic.Desert Assassin (Animal Spirit, Aggressive): Summons the minor spirit of a large scorpion.Earth Spirit (Nature Spirit, Aggressive): Summons a minor earth spirit.Erratic Spirit (Any Spirit, Active): Summons a spirit chat causes chaos and confusion in area targeted.Fiend (Any Spirit, Passive): Protects host from good opponents.Fire Spirit (Nature Spirit, Aggressive) Summons a minor fire spirit.Genius (Ancestral Spirit, Passive) Improves intelligence and lore skill.Guardian/Protector (Ancestral Spirit, Passive): Improves hosts armor class and saving throws.Heretic Spirit (Ancestral Spirit, Active): Bestows a curse upon all enemies in the target area.Jinx (Animal Spirit, Active): Bestows a powerful curse on one target.Life Spirit (Any Spirit, Active): Heals summoner and all nearby allies of some health.Lost Spirit (Ancestral Spirit, Passive): Improves listen and spot skill checks and grants ability to see invisible opponents.Loyal Guardian (Animal Spirit, Passive): Protects host from mind affecting attacks.Martyr Spirit (Ancestral Spirit, Active) Creates a powerful attack against one opponent that slows them for a brief period and leaves them fatigued afterwards.Mighty Bull (Animal Spirit, Passive): Improves strength and intimidate skill.Mourning Spirit (Ancestral Spirit, Passive): Protection to poison, disease and death magic.Mystic Spirit (Ancestral Spirit, Passive): Grants some magic resistance.Nocturnal Spirits (Animal Spirit, Passive): Grants darkvision, ability to see invisible and improved saving throws at night.Nimble Spirits (Any Spirit, Passive): Improves dexterity.Pack Hunter (Animal Spirit, Aggressive): Summons a minor wolf spirit.Parasite Spirit (Any Spirit, Active): Causes minor damage to a target and heals the summoner with same attack.Quiet Ones, the (Ancestral Spirit, Active): Releases a powerful silence attack and protects summoner from silence and deafness attacks.Savage Boar (Animal Spirit, Aggressive): Summons a minor boar spirit.Shellback Spirit (Animal Spirit, Passive): Provides damage resistance.Soldier Spirit (Ancestral Spirit, Aggressive): Summons a minor fighter spirit.Storm Spirit (Nature Spirit, Active): Summons an electrical attack around the summoner.Swarm Spirit (Animal Spirit, Active): Summons a swarm of insects that can cause significant damage to undead and plant-based opponents. Minor damage to other types of opponents.Swift Steed, Spirit of (Animal Spirit, Passive): Improves movement speed.Untouched Wilderness, Spirit of the (Nature Spirit, Active): Summons a cone of poisonous thorns.Venomous Viper Spirit (Animal Spirit, Active): Gives poison effect to weapon and provides some protection from poison attacks.Virtuous Spirit (Any Spirit, Passive): Protects host from evil opponents.Water Spirit (Nature Spirit, Aggressive): Summons a minor water spirit.Wise One, the (Any Spirit, Passive): Improves wisdom.Youthful Spirit (Any Spirit, Passive): Grants youthful vigor, resistance to negative levels and draining attacks.Greater Spirits:Ancient Spirit (Any Spirit, Active): Removes many kinds of unpleasant effects and restores heath to summoner and nearby allies. Requires Life Spirits as prerequisite.Champion Spirit (Ancestral Spirit, Aggressive): Summons a greater fighter spirit. Requires and replaces Soldier Spirit.Greater Air Spirit (Nature Spirit, Aggressive): Summons a greater air spirit. Requires and replaces Air Spirit.Greater Boar Spirit (Animal Spirit, Aggressive): Summons a greater boar spirit. Requires and replaces Savage Boar Spirit.Greater Earth Spirit (Nature Spirit, Aggressive): Summons a greater earth spirit. Requires and replaces Earth Spirit.Greater Fiend Spirit (Any Spirit, Passive): Gives resistance and benefits as if host were a tiefling.) Requires and replaces Fiend Spirit.Greater Fire Spirit (Nature Spirit, Aggressive) Summons a greater fire spirit. Requires and replaces Fire Spirit.Greater Scorpion Spirit (Animal Spirit, Aggressive): Summons a greater scorpion spirit. Requires and replaces Desert Assassin Spirit.Greater Storm Spirit (Nature Spirit, Active): Summons a more-intense storm attack. Requires and replaces Storm Spirit.Greater Swarm Spirit (Animal Spirit, Active): Summons a more intensive swarm attack. Requires and replaces Swarm Spirit.Greater Virtuous Spirit (Any Spirit, Passive): Gives resistance and benefits as if host were a aasimar. Requires and replaces Virtuous Spirit.Greater Water Spirit (Nature Spirit, Aggressive): Summons a greater water spirit. Requires and replaces Water Spirit.Greater Wolf Spirit (Animal Spirit, Aggressive): Summons a greater wolf spirit. Requires and replaces Pack Hunter Spirit.Hunter Spirit (Ancestral Spirit, Aggressive): Summons a greater archer spirit to protect the summoner. Requires and replaces Archer Spirit.Intense Blight Spirit (Nature Spirit, Active) Summons a more intense blight attack. Requires and replaces Blight Spirit.Intense Erratic Spirit (Any Spirit, Active): Summons a more intense confusion attack. Requires and replaces Erratic Spirit.Intense Heretic Spirit (Ancestral Spirit, Active): Summons a more intense curse attack. Requires and replaces Heretic Spirit.Intense Quiet Spirit (Ancestor Spirit, Active): Summons a more intense silence attack. Requires and replaces Quiet Ones Spirit.Intense Untouched Wilderness Spirit (Nature Spirit, Active): Summons a more intense attack. Requires and replaces Untouched Wilderness Spirit.Epic Spirits:Balance, Spirit of (Nature Spirit, Passive): Grants host immunity to many unpleasant conditions. Requires 21 levels of Spirit Whisperer, Spirit of the Changing Seasons and Death Spirit as prerequisites.Beast, Spirit of the (Animal Spirit, Aggressive): Summons the spirit of a great bear. Requires 21 levels of Spirit Whisperer, Greater Wolf Spirit and Mighty Bull Spirit as prerequisites.Hero Spirit (Ancestral Spirit, Aggressive): Summons the spirit of a great hero. Requires 21 levels of Spirit Whisperer, Champion Spirit and Genius Sprit as prerequisites.Spirit Lashes:All specialized forms of Spirit Lash require the Spirit Whisperer already be high enough in level to have the Spirit Lash class ability. All specialty lashes (except improved, intense and epic) can be used in addition to normal Spirit Lash ability and can be used when other forms of Spirit Lash are still affected by the cooldown period.Burning Lash: Adds a Spirit Lash that can cause additional fire damage. Requires Spirit Whisperer to already to be bonded with either a Fire Spirit or a Fiend Spirit.Dark Lash: Adds a Spirit Lash that can cause additional negative energy damage. Can cause temporary reduction in target’s constitution. Requires Spirit Whisperer to already to be bonded with either a Death Spirit or a Parasite Spirit.Deafening Lash: Adds a Spirit Lash that can cause additional sonic damage. Can cause temporary deafness to target. Requires Spirit Whisperer to already be bonded with either a Quiet One or a Virtuous Spirit.Dimensional Spirit Lash: Adds a Spirit Lash that does additional damage to outsider targets. Requires Spirit Whisperer to already be bonded with either Quiet One Spirits or Mystic Spirits.Epic Spirit Lash: Adds additional damage and increases maximum number of targets to all forms of the Whisperer’s Lashes. Requires Spirit Whisperer to have at least 21 levels in Spirit Whisperer, Intense Spirit Lash and Improved Spirit Lash class feats.Fearful Spirit Lash: Adds a Spirit Lash that can cause a fear effect. Requires Spirit Whisperer to already be bonded with a Battle Spirit, Pack Hunter Spirit or Greater Wolf Spirit.Forceful Spirit Lash: Adds a Spirit Lash that can cause a knockdown effect. Requires Spirit Whisperer to already be bonded with either an Air Spirit or Earth Spirit.Freezing Spirit Lash: Adds a Spirit Lash that can cause additional cold damage. Requires Spirit Whisperer to already be bonded with either an Arctic Spirit or a Water Spirit.Improved Spirit Lash: Adds additional damage and increases maximum number of targets to all forms of the Whisperer’s Lashes.Intense Spirit Lash: Adds additional damage and increases maximum number of targets to all forms of the Whisperer’s Lashes. Requires Spirit Whisperer to already have Improved Spirit Lash.Malicious Spirit Lash: Adds a Spirit Lash that can cause a curse effect. Requires Spirit Whisperer to already be bonded with either Angry/Bloodthirsty Spirit or Heretic Spirit.Righteous Spirit Lash: Adds a Spirit Lash that does additional damage to undead targets. Requires Spirit Whisperer to already be bonded with either Life Spirits or Virtuous Spirits.Rigid Spirit Lash: Adds a Spirit Lash that can cause a slow effect. Requires Spirit Whisperer to already be bonded with either a Broken Spirit or Martyr Spirit.Savage Spirit Lash: Adds a Spirit Lash that can strike many more targets than normal. Requires Spirit Whisperer to already be bonded with either a Boar Spirit or Jinx Spirit.Venomous Spirit Lash: Adds a Spirit Lash that can cause a poison effect. Requires Spirit Whisperer to already be bonded with either a Scorpion Spirit or Viper Spirit.Wild Spirit Lash: Adds a Spirit Lash that can cause a confusion effect. Requires Spirit Whisperer to already be bonded with either a Erratic Spirit or Untouched Wilderness Spirit.New Feats:General Feats:Apothecary Background: Character gains a +2-competence bonus when dealing with Craft Alchemy, Lore and Spellcraft skill checks. Can only be purchased by the character at 1st level.Cautious: Character gains +2 skill bonus with the use of Disable Device and Search skill checks. Also gains +2 to their saving throws when avoiding damage from traps. Must have 4 ranks in Disable Device to purchase this feat.Cool Under Fire: Character gains a +4 to their saves vs. fear. Must have 4 ranks in Taunt skill to purchase this feat.Eloquence: Character can add their Wisdom Modifier to their Diplomacy and Taunt skill checks. Requires a minimum Wisdom score of 13 to purchase.Forester: Character gains a +2-skill bonus to their Listen and Survival skill checks.Golden Touch: Character gains a +4-skill bonus with the use of Sleight of Hand. Character must have at least 2 ranks in both Sleight of Hand and Move Silently to purchase this feat.Great Speed: Adds a movement speed bonus above all other speed bonuses character already has. Can add a maximum of 15% to character’s speed. Barbarians and monks can purchase this feat without any other requirements. Everyone else must already have Dash Feat to purchase this feat.Squire Background: Character gains a +2-competence bonus when dealing with Craft Armor, Craft Weapon and Diplomacy skill checks. Can only be purchased by the character at 1st level.Streetrat Background: Character gains a +2-competence bonus when dealing with Bluff, Hide and Sleight of Hand skill checks. Can only be purchased by the character at 1st level but requires a minimum Constitution score of 13.Class-Specific Feats:Beneficiary: This is a privateer feat. Privateers receive this feat for free at 9th level. The privateer starts to turn a profit from his side-investments and beneficiaries. The Privateer will collect 1d100 gold coins per level in privateer every time they increase in level.Brotherhood Magic Resistance: This is a class feat for a Brother of the Sword. Brothers of the Sword receive this feat for free at 4th level. Brothers of the Sword with this feat have natural magic resistance equal to their Willpower Save +10. When the Brother of the Sword reaches 7th level, this resistance improves to their Willpower Save +14.Brotherhood Reputation: This is a class feat for a Brother of the Sword. Brothers of the Sword receive this feat for free at 1st level. Brothers of the Sword receive a +2 bonus to their Intimidate and Diplomacy skill checks because of their reputation.Defend Flank: This is a privateer feat. Privateers normally receive this feat for free at 6th level but, privateers with the defender profession receive this feat at 2nd level. When using a shield in combat a privateer will add their Intelligence Modifier to their armor class in addition to the armor bonus granted by the shield alone. If the Privateer is epic in level, then they can purchase Epic Defend Flank which gives an armor bonus equal to double the Privateer’s Intelligence Modifier. Epic Defend Flank will replace the lesser of these two feats.Dispelling Blade, Greater: This is a class feat for a Brother of the Sword. Brothers of the Sword receive this feat for free at 7th level. Brothers of the Sword can enchant their weapon with the ability to cast Greater Dispel. This power can be used once per day and lasts for a few rounds once the weapon is enchanted.Dispelling Blade, Lesser: This is a class feat for a Brother of the Sword. Brothers of the Sword receive this feat for free, one time per day at 3rd level and twice per day at 5th level. Brothers of the Sword can enchant their weapon with the ability to cast Lesser Dispel. This power lasts for a few rounds once the weapon is enchanted.Epic Affinity: This is a class feat for a Spirit Whisperer. A character can purchase this feat if they have 21 levels or more in Spirit Whisperer and at least one type of Secondary Spiritual Affinity. This feat will give the whisperer the ability to treat any spirit as if they had primary affinity with it. With this feat they no longer limited to access to greater spirits from only the primary affinity they chose at 1st level.Epic Bond: This is a class feat for a Spirit Warrior. A character can purchase this feat if they have 21 levels or more in Spirit Warrior. This feat will give the warrior the ability to choose to bond with any type of minor spirit with their bonus feats. With this feat they are no longer required to choose only from the same types of spirits they bonded with at 1st level.Flank Energy: This is a class feat for a Privateer. There are many levels of these types of flanking feats. The Privateer can attain these feats through their normal level progression, but they must already have the Defend Flank Feat. Flank Energy allows the privateer to flank up to 5 points of fire, cold or acid damage while using a shield. Improved Flank Energy will allow the same character to flank up to 10 points of damage and Epic Flank Energy will allow the Privateer to flank up to 15 points of damage. Improved Flank Energy requires the Privateer to already have Flank Energy and Epic Flank Energy requires the Privateer to be epic level and already have Improved Flank Energy and Epic Defend Flank. Each improved version of this feat will replace the required lesser version.Flank Magic: This is a class feat for a Privateer. There are many levels of these types of flanking feats. The Privateer can attain these feats through their normal level progression, but they must already have the Defend Flank Feat. Flank Magic allows the privateer 12 points of spell resistance while using a shield. Improved Flank Magic will allow the same character 17 points of resistance and Epic Flank Magic will allow the Privateer 22 points. Improved Flank Magic requires the Privateer to already have Flank Magic and Epic Flank Magic requires the Privateer to be epic level and already have Improved Flank Magic and Epic Defend Flank. Each improved version of this feat will replace the required lesser version.Flank Missiles: This is a class feat for a Privateer. There are many levels of these types of flanking feats. The Privateer can attain these feats through their normal level progression, but they must already have the Defend Flank Feat. Flank Missiles allows the privateer 33% concealment from missile attacks while using a shield. Improved Flank Missiles allows the same character 66% concealment and Epic Flank Magic will allow the Privateer 99% concealment. Improved Flank Missiles requires the Privateer to already have Flank Missiles and Epic Flank Missiles requires the Privateer to be epic level and already have Improved Flank Missiles and Epic Defend Flank. Each improved version of this feat will replace the required lesser version.Hold Your Ground: This is a class feat for a Privateer. There are two versions of these flanking feats. The Privateer can attain these feats through their normal level progression, but they must already have the Defend Flank Feat. Hold Your Ground allows the privateer to flank off the effects of attacks that would normally cause blindness, deafness or knockdown while using a shield. Epic Hold Your Ground also flanks off the effects of stunning attacks as well. In all cases the Privateer will still suffer any damage inflicted from the attack itself but not any of the side-effects flanked by the shield. Epic Hold Your Ground requires the Privateer to be epic level and already have Hold Your Ground and Epic Defend Flank. The epic version of this feat will replace the required lesser version.Imbue Arrows: There are many Arrow Imbuement feats, and all are Sharpshooter class feats. Sharpshooters can purchase these feats once they reach 7th level. Each Imbue Arrow feat adds a special effect to the arrows in the Sharpshooter’s Quiver. The possible effects that can be added are as follows;Cripple: Drains StrengthDispel: Carries a Dispel Magic effectSlow: Carries a Slow effectStun: Carries a Stun effectWeakness: Drains ConstitutionWound: Leaves an open wound that continues to bleedOnce these feats are cast the special effect will last for a few rounds and have an effective DC between 16 and 20, based upon the level of the Sharpshooter. Adding more arrows to the character slot or removing the arrows from this slot will dispel the effect from this feat.Improved Arrow Imbuement: This is a Sharpshooter class feat. Sharpshooters must be 7th level to purchase this feat. This feat works in conjunction with the Imbue Arrows feats to increase their DC damage rating. This feat increases the DC damage rating of any arrows imbued by the character to 22.Inspire Leadership: This is a privateer class feat. Privateers gain this feat for free at 8th level. This feat gives the privateer an aura that grants the privateer immunity to fear and the aura allows all of the privateer’s allies within 10’ feet to gain +4 to their saves vs. fear.Primary Spiritual Affinity: This is a Spirit Whisperer class feat. There are three versions of these feats and the Spirit Whisperer gets to choose one for free at 1st level. There are three different types of spiritual affinity: Ancestral, Animal and Nature. At 1st level Spirit Whisperers get to choose one as their primary focus of spiritual affinity. Having primary affinity with a type of spirits grants the Spirit Whisperer access to both minor and greater spirits of that type. Additionally, there are other secondary benefits to each type of affinity in the form of improved skills and saving throws because of the influence that would come from the types of spirits that the whisperer is aligned.Privateer Profession: There are many types of privateer professions and all are Privateer class feats. At 1st level and every 5th level the Privateer can choose an Enhanced Skill Feat as a bonus feat. At 1st level however, they can choose a profession rather than just an enhanced skill. This option is only available at 1st level but all the profession choices are better than the enhanced skill options. All the choices available have enhancements that the Privateer can benefit from immediacy and an additional benefit that they can inherit at 9th level based upon what choice they make at 1st level. The types of professions available to choose from are as follows:ProfessionImmediate Benefit9th Level BenefitDefenderReceive Tower Shield and Defend Flank feats at 2nd levelHold Your Ground FeatInstigatorAdd Intelligence Modifier to Taunt Skill checks and saving throws vs. mind-affecting attacksFlank Energy FeatNegotiatorAdd Intelligence Modifier to Diplomacy and Intimidate skill checksFlank Magic FeatSpyReceive Stealth and Improved Perry feats at 2nd level. Gain a minimum of +3 AC bonus with Defend Flank ability.Flank Missiles FeatTraderAdd Intelligence Modifier to Appraise and Bluff skill checksProsperous FeatNo ProfessionReceive an Enhanced Skill feat of player’s choiceTower Shield FeatBecause of limits with the programming the Equestrian and Veteran Privateer Professions were not able to be added to the game. If the Privateer attains their 9th level bonus feat before receiving their bonus feat, then the additional feat will be forfeit. The Privateer will not receive an improved version of the same feat or another feat insteadProsperous: This is a Privateer class feat. The Privateer must already have the Beneficiary Feat to attain this feat. This feat will add 50% more gold every level than what is received from Beneficiary alone. This feat can be purchased multiple times (4 times maximum.) Each time this feat is purchased it will add another 50% to the previous award amount.Secondary Spiritual Affinity: This is a Spirit Whisperer class feat. Spirit Whisperers can attain Secondary Affinities with their bonus feats after they have already chosen their Primary Affinity. A secondary affinity will allow the whisperer to bond with minor spirits from the additional type of spirits chosen by this affinity. For example, if the whisperer already has ancestral affinity as their primary they can purchase a secondary affinity to attain access to minor animal spirits as well.Sharpshooter Accuracy: This is a Sharpshooter class feat. Sharpshooters gain this feat for free at 2nd level. Sharpshooters gain +1 to their accuracy with a bow for every 2 levels they have attained in Sharpshooter. To activate this bonus, they simply just put their bow in their right hand.Sharpshooter Bow Adjustment: This is a Sharpshooter class feat. Sharpshooters gain this feat for free at 1st level. A sharpshooter can adjust their bow to give it a might rating equal to their Strength Modifier. This bonus to their bow’s damage will remain as long as the bow remains in the Sharpshooter’s hand or the Sharpshooter rests. If the bow already has a might rating stronger than the Sharpshooter’s Strength Modifier, then the stronger might score will supersede the weaker.Sharpshooter Deadly Shot: This is a Sharpshooter class feat. Sharpshooters gain this feat for free at 5th level. Sharpshooters gain +2 to their damage with a bow at 5th level. This bonus increases to +4 at 10th level. To activate this bonus, they simply just put their bow in their right hand.Sharpshooter Senses: This is a Sharpshooter class feat. This feat can be purchased by characters that have 7 or more levels in Sharpshooter. This feat makes the Sharpshooter extremely alert and thus receiving +3 to their Listen, Search, Spot and Survival skill checks.Spirit Lash: This is a Spirit Whisperer class feat. Spirit Whisperers gain this feat for free at 4th level. This feat allows the Spirit Whisperer to defend themselves by lashing at opponents with the spirits they are bonded with. This is a ranged touch attack that chains from one opponent to another. The Spirit Whisperer is required to roll a “to hit” roll for each opponent they are attempting to strike with their lash and they can strike a maximum number of opponents equal to their wisdom modifier, plus one additional opponent per every 4 levels in Spirit Whisperer they have attained. A successful strike with a spirit lash causes 2d4 points of divine damage plus 1d4 per every 2 levels in Spirit Whisperer of the caster. This feat also allows the Spirit Whisperer to attain other specialized forms of spirit lash based upon what other spirits the whisperer may have bonded with.Spiritual Bond: This is a Spirit Warrior class feat. There are three versions of these feats and the Spirit Warrior gets to choose one for free at 1st level. There are three different types of spiritual bond: Ancestral, Animal and Nature. At 1st level Spirit Warrior get to choose one as their spiritual focus. Having a bond with a type of spirits grants the Spirit Warrior access to minor spirits of that type. Additionally, there are other secondary benefits to each type of bond in the form of improved skills and saving throws because of the influence that would come from the types of spirits that the warrior is aligned.Spiritual Gestalt: This is a Spirit Whisperer class feat. Spirit Whisperers get this feat for free at 1st level. This feat enables a Spirit Whisperer to bond and empathically communicate with spirits. Since spirits cannot speak, this allows the whisperer a means to feel what their spirits are feeling and vice versa. Spirit Warriors while still able to bond with their spirits do not gain this communication ability and thus are never as in-tune with their spirits as whisperers are.Spiritual Heal: This is a class feat for both Spirit Warriors and Spirit Whisperers. Spirit Warriors gain this feat for free at 7th level and Spirit Whisperers gain this feat for free at 10th level. This feat allows the host to channel the spirits they are bonded with to heal some of their injuries. This feat can be used once per day and will heal 2 hit points per every level in Spirit Warrior and Spirit Whisperer that the character has in total. Even though both classes offer this feat a character can still do this self-heal only once per day.Spiritual Protection: This is a Spirit Whisperer class feat. Spirit Whisperers gain this feat for free at 3rd level. By 3rd level a Spirit Whisperer and the spirits they are bonded with have made an investment in each other and now the spirits will try to protect their investment. These spirits will protect the whisperer by interfering with enemies’ attacks and helping the whisperer to dodge attacks. This protection is equivalent to adding the whisperer’s Wisdom Modifier to the whisperer’s armor class, but the spirits can only protect the whisperer if the whisperer is in light armor or no armor.Warrior’s Wraith: This is a Spirit Warrior class feat. Spirit Warriors gain this feat for free at 9th level. This feat allows the warrior to focus the spirits that he or she is bonded with in order to focus themselves in battle. When used this feat can be used up to three different ways; Destructive Wraith, Spiritual Grace and Spiritual Resistance. These three methods are described below;Destructive Wraith: Adds one point plus the warrior’s Wisdom Modifier to the warrior’s Strength score (minimum of 2 points.) The duration of this effect depends upon the warrior’s Wisdom Modifier.Spiritual Grace: Adds double the warrior’s Wisdom Modifier to the warrior’s Dexterity Score (minimum of 2 points.) The duration of this effect depends upon the warrior’s Wisdom Modifier.Spiritual Resistance: Adds the warrior’s Wisdom Modifier to all of the warrior’s saving throws (minimum of 1 point.) The duration of this effect depends upon the warrior’s Wisdom Modifier.The warrior gains the ability to use this feat one time per day at 9th level. The warrior will gain the ability to use this twice per day at 13th level, three times per day at 18th level and four times per day at 24th level. If the warrior is already using this ability and wishes to activate another type of Warrior’s Wraith, the act of activating the 2nd will deactivate the 1st.Bonuses to attributes attained by using this feat do not stack with bonuses attained from magic items, spells or other spirits. The attribute bonuses from this feat only stack with the warrior’s base scores in the affected attribute.Credits:Darin Clark (concept, author and creator of privateer class)Other resources that I gathered information from: Bioware Neverwinter Nights 2 forums (Special thanks to member #4760, #Kevl, Loki_999 and Dann-J), NWN2 , Kaedrin's Custom Content website, Lilac Soul's script writer, migrate wizard (custom creature conversion project, goblin worg rider, beholder, clay golem and RWS conversion project,) and "How to add custom feats" by Ville_Alasaari ................
................

In order to avoid copyright disputes, this page is only a partial summary.

Google Online Preview   Download