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  1. #21
    Community Member moorewr's Avatar
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    Quote Originally Posted by Quanefel View Post
    I looked this up and it looks like it might be possible.

    It requires the character to be able to cast 2nd level divine and 2nd level arcane spells. Easy enough.

    Now a rough draft would be:

    Mystic Theurge I:

    +2 to divine and arcane number of spells per day. Meaning you get extra spells slots as though you were 2 levels higher in each of the two classes you used to qualify in.

    Mystic Theurge II:

    +3 to divine and arcane number of spells per day. As above.

    Mystic Theurge III:

    +4 to divine and arcane number of spells per day. As above.


    Now normally there would be 10 levels to this prestige class. Yet to not make it to overpowering and to fit better I reduced the + amount per tier of this PrE. It could be worked up higher to give more or changed around. I can look at this better later to get a proper balance. Nothing else really for this prestige class that I could find but I am sure more could be added to fill it out.
    The issue is not the pre-reqs, but creating an effective character... the Prestige Class takes care of caster level for arcane and divine by being a new class, and option is foreclosed in DDO.

    Nothing else in DDO adds spell slots, so I suspect Turbine would not go that route.. and you are still left with low caster levels, which means low spell levels and a low DC.. which means in DDO terms you'd be hopelessly gimped.
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  2. #22
    Community Member bandyman1's Avatar
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    Quote Originally Posted by branmakmuffin View Post
    You have to be a Warforged Monk or a Warforged Paladin/Sorcerer.
    Meh...that can be ironed out by the developers. I'm just glad you liked the rest of it .
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  3. #23
    Community Member jhorn02's Avatar
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    The issue is not the pre-reqs, but creating an effective character... the Prestige Class takes care of caster level for arcane and divine by being a new class, and option is foreclosed in DDO.

    Nothing else in DDO adds spell slots, so I suspect Turbine would not go that route.. and you are still left with low caster levels, which means low spell levels and a low DC.. which means in DDO terms you'd be hopelessly gimped.
    Well, what about using Mystic Theurge to help make up for the gimpness that happens when casters multi-class. If lvl 1 MT requires 2 levels in both arcane and divine casting, we know that character has lost 1 level of spells and the comparable DC. The MT prestige class could help make up for it like this:

    Mystic Theurge I
    Prereqs: Level 2 Wizard, Sorcerer, or Bard AND Level 2 Cleric
    Action Points: 4

    Benefit: Add +1 to the DC of all spells cast

    Mystic Theurge II
    Prereqs: Level 4 Wizard, Sorcerer, or Bard AND Level 4 Cleric
    Action Points: 2

    Benefit: Add +1 to the DC of all spells cast and allows the caster to choose spells as if they were 1 level higher in each class.

    Mystic Theurge II
    Prereqs: Level 6 Wizard, Sorcerer, or Bard AND Level 6 Cleric
    Action Points: 2

    Benefit: Add +2 to the DC of all spells cast and allows the caster to choose spells as if they were 2 level higher in each class.

    Normally, the DC bonuses would seem overpowering, but considering the level requirements...MT lvl 1 brings the caster back up to par with other casters. So a wizzie that splashes a couple of level of cleric can still achieve a DC as high as a pure wizzie. Of course, they'd be losing one level of spells and losing out on other prestige options.

    The MT lvl 2 means that a 12 Wizard/4 Cleric would become a 13 Wizard/ 5 Cleric with -1 to their DC checks. They would lose their top tier of arcane spells, and have fewer spells at other tiers, but it would help them be more effective. In my opinion, losing top-level arcane spells, -1 DC, and spending 6 APs is a reasonable trade-off for getting 2nd level divine spells.

    Lastly, the MT lvl 3 means that a 10 Wizard/6 Cleric would choose spells and cast as a 12 Wizard/8 Cleric with -1 to their DC checks. They would lose their top 2 tiers of arcane spells, get -1 to DC checks, spend 8 APs, and get 4rd level divine spells. They could be a reasonable back-up healer and a moderately effective arcane caster. Kind of a nice balanced character that could help make divine/arcane multi-classing a reasonable choice for some players.

    P.S. But think of all the hotbars full of spells. Aargh!
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  4. #24
    Community Member Quanefel's Avatar
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    Anyone else out there have a PrE they would like to see converted over to DDO?
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  5. #25
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    Shintao Monk - Henshin Mystic - Ninja Spy

    I'll try to rework these according to the feedback posted in the thread, soon.
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  6. #26
    Community Member Quanefel's Avatar
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    Quote Originally Posted by Borror0 View Post
    Shintao Monk - Henshin Mystic - Ninja Spy

    I'll try to rework these according to the feedback posted in the thread, soon.
    Ah ok, thanks. You don't have your own personal one you'd like to see converted over and maybe suggest Turbine add it at some point? Any will do, the more PrE's we have the better. I think. I like variety.
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  7. #27
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    Quote Originally Posted by Quanefel View Post
    You don't have your own personal one you'd like to see converted over and maybe suggest Turbine add it at some point?
    Perhaps. I'll maybe try myself at it later on.
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  8. #28

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    WOOT! Thread necro!

    Rogue Shadowdancer I
    Cost: 4 Action Points
    Prereqs: Level 6 Rogue, Rogue Skill Boost II, Rogue Hide II, Rogue Move Silently II, Rogue Faster Sneaking II, Rogue DEX I
    Benefit: This prestige enhancement grants you the ability to use the Hide in Plain Sight ability. You may expend a use of Rogue Skill Boost to summon a Shadow to fight for you.

    Rogue Shadowdancer II
    Cost: 2 Action Points
    Prereqs: Level 12 Rogue, Rogue Shadowdancer I, Faster Sneaking III, Rogue DEX II, Any 1 of (Slippery Mind, Defensive Roll, Improved Evasion)
    Benefit: You may expend a use of Rogue Skill Boost to either summon a Shadow or a Shadow illusion.

    Rogue Shadowdancer II: Shadow Illusion You may expend a Rogue Skill boost to create a shadow illusion. The shadow illusion looks like a fighter and has an intimidate skill equal to 10 + Rogue Level + Rogue’s CHA modifier. The illusion cannot take damage but can be dispelled by any targeted dispel effect.

    Rogue Shadowdancer III
    Cost: 2 Action Points
    Prereqs: Level 18 Rogue, Rogue Shadowdancer II, Rogue DEX III, Faster Sneaking IV, Any 2 of (Slippery Mind, Defensive Roll, Improved Evasion)
    Benefit: You may expend a Rogue Skill boost to perform a Shadow Jump. Shadow jumps work just like the monk ability abundant step. (I didn’t think that giving rogues abundant step really late in the game would be a bad thing for monks. Any rogue with this ability would only be able to do it 7 times per rest in an optimal situation.)
    Last edited by QuantumFX; 03-25-2009 at 12:29 AM.
    Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
    • Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
    • Fixing physical defense for Rangers and Rogues. It’s ridiculous that you’re better off wearing Heavy Armor and ignoring your innate feats on these classes.
    • Cannith Crafting.
    • Update the named loot to put them on the same system.
    • Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
    • Fixing all challenges to give us decent XP and ingredient returns for the unreasonable time we have to spend in most of them.

  9. #29
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    Quote Originally Posted by QuantumFX View Post
    Rogue Shadowdancer
    Sounds a underpowered compared to other PrE's, mostly the third tier.

    Adding more extra action boosts at each rank would be a start. Maybe making the last two tier also improve Slippery Mind, Improved Evasion and Defensive Roll?
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  10. #30

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    Quote Originally Posted by Borror0 View Post
    Sounds a underpowered compared to other PrE's, mostly the third tier.

    Adding more extra action boosts at each rank would be a start. Maybe making the last two tier also improve Slippery Mind, Improved Evasion and Defensive Roll?
    I chose the rogue special abilities to mimic the PrC. I could see additional uncanny dodge attempts per level, dropping the Skill boost requirement and having the abilities feed off of uncanny dodge attempts. Also, I was considering stacking Faster sneaking percentages so that tier 3 would basicially be the ability to sneak at full speed. (Tier IV Faster sneaking is close but you still manage to fall behind.)

    As for tier III. I’d like to remind you that a lot of quarterstaves in DDO look like pitchforks and quarterstaves are a centering weapon. (And it would have to be coded to not break stealth.)
    Things that if Turbine went all EXTREME PREJUDICE™ on, would actually make the game fun again.:
    • Giving us the racial PrE’s we were promised, before rolling out DDOStore™ Enhancement Trees.
    • Fixing physical defense for Rangers and Rogues. It’s ridiculous that you’re better off wearing Heavy Armor and ignoring your innate feats on these classes.
    • Cannith Crafting.
    • Update the named loot to put them on the same system.
    • Fixing the Cannith Challenges so that they can be 6 starred without incredible luck or store bought items.
    • Fixing all challenges to give us decent XP and ingredient returns for the unreasonable time we have to spend in most of them.

  11. #31
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    Quote Originally Posted by QuantumFX View Post
    I chose the rogue special abilities to mimic the PrC.
    I know but since the PrC gives the abilities, the PrE could improve them.
    Quote Originally Posted by QuantumFX View Post
    I was considering stacking Faster sneaking percentages
    I was thinking of that as well.
    Quote Originally Posted by QuantumFX View Post
    I could see additional uncanny dodge attempts per level, dropping the Skill boost requirement and having the abilities feed off of uncanny dodge attempts.
    Good idea.
    Quote Originally Posted by QuantumFX View Post
    As for tier III. /snip
    If I get it right, you're saying that it makes it flavorful. I say it is not enough powerful on its own.
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  12. #32

    Default Ultimate Magus

    Ultimate Magi are Arcane spellcasters that blend the powers wizardry and Sorcery, While initially inhibits the arcane casters powers by requiring both sorcerer and wizard powers, at higher levels they are able to learn the higher level spells they would have missed out on had they not blended the two types together and their spells are just as powerful as a pure sorcerer or pure wizard. These are specialists of magic able to cast more spells between each rest as a pure wizard or sorcerer can (example: a sorcerer can cast 3 spells, wizard can cast 4, an ultimate magus of the same level would be able to cast 5 one more than the wizard). Due to this vast array of spell points and spells able to cast at comparable levels, the melee and fortitude strength of these characters is poor at best.

    Ultimate Magus I (4 AP)
    Prerequisites: cast 2nd level arcane spells from one class; cast 1st level arcane spells from the other. 1 Metamagic feat. Mental Toughness Feat

    Benefit: The lowest level arcane class can cast spells of a level equal to half the level of the highest level spell casting class. However the caster level of the lowest level class is the same as usual (Example: 4th level wizard/ 1st level sorcerer: the sorcerer class can cast the same amount and level of spells as if he were a sorcerer of level 2)

    Arcane Spell Power I (1 AP)
    Prerequisites: Ultimate Magus I,

    Benefit: The caster level of your lowest class equals that of half your highest level spell casting class, and the caster level of your both your classes I given a +1

    Expanded spell knowledge 1 (2 AP)
    Prerequisites: Ultimate Magus I

    Benefit: A player can add one spell of levels 1 2 and 3 from his wizard spell list and add them to his sorcerer spell list, also all spells that are a part of his sorcerer spell list of those levels are added to his wizard spellbook

    Arcane Spell points (2 AP)
    Prerequisites: Ultimate Magus I, Wizard Energy of Scholar I OR Sorcerer Energy of Dragonblood I

    Benefit: the total spell points the character would have at a given level would be averaged from both classes. The average is derived from the maximum spell points available to each individual class at the current character level (Example: say you have an arcane caster level 8 the spell points would be averaged from the total he would have as an 8th level sorcerer and an 8th level wizard). Also the spell points gained from Wizard energy of the scholar I or Sorcerer energy of the Dragonblood I would be averaged ad well (Example: a wizard gains 20 sp from Energy of the Scholar and sorcerer gains 30 sp from Energy of the Dragonblood, when a character takes this, he gains 25 sp instead of 20 sp or 30 sp).

    Arcane Blending (1 AP)
    Prerequisites: Ultimate magus I

    Benefit: The ultimate magus casts her wizard spells at the same speed and power as if they were sorcerer spells. Items that increase spell points of character give the same amount as if he were a pure sorcerer,

    Ultimate Magus II (4 AP)
    Prerequisites: Ultimate Magus I, 2 Metamagic Feats

    Benefit: The lowest level arcane class can cast the same level spells as if the class were the same level as the highest level arcane class. However the caster level of the lowest class remains the same as usual. (Example 7th level wizard 1st level sorcerer: the sorcerer class can cast the same spells as if he were a level 7 sorcerer; however his caster level will be the same as if he were as 1st level sorcerer)

    Arcane Spell Power II (1 AP)
    Prerequisites: Ultimate Magus II, Arcane spell power I

    Benefit: The caster level of your lowest class is equal to the caster level of your highest class. The caster level of both classes is also increased by +2

    Expanded Spell Knowledge II (2 AP)
    Prerequisites: Ultimate Magus II, Expanded spell knowledge I

    Benefit: Take one spell of 4th, 5th, and 6th level from your wizard spell list and and add it to your sorcerer caster spell list provided your sorcerer can cast spells of that level after Ultimate Magus II is applied. Also all spells of those levels from his sorcerer spell list are automatically added to his wizard spellbook

    Arcane Spell Points II (2 AP)
    Prerequisites: Ultimate Magus II, Arcane Spell Points I, Wizard Energy of the Scholar II OR Sorcerer Energy of the Dragonblood II

    Benefit: This enhancement functions like Arcane Spell Points I, however as an added bonus, the characters spell points are not derived from intelligence and Charisma as it normally would, instead they are derived from the average of the two bonuses (Example: intelligence is +4 but Charisma is +2 spell points from both classes are derived from a +3 bonus). Also bonus spell points from Wizard Energy of the Scholar II and Sorcerer Energy of the Dragonblood II are averaged instead in the same fashion as Arcane spell points I.

    Arcane Blending II (1 AP)
    Prerequisites: Ultimate Magus II, Arcane Blending I

    Benefit: The DC for each all spells the ultimate magus has or has in his spellbook are determined by the sum of the Intelligence and Charisma score bonuses

    Ultimate Magus III (4 AP)
    Prerequisites: Improved Mental Toughness, Ultimate Magus II, 3 Metamagic Feats

    Benefit: Each Arcane Spellcasting class can cast the number and level of arcane spells equal to the sum of the levels of both Arcane Spellcasting classes, however the caster level of both classes remains at the same level as normal

    Arcane Spell Power III (1 AP)
    Prerequisites: Ultimate Magus III, Arcane spell power II

    Benefit: The caster level of both arcane classes is equal to the sum of the caster levels of both arcane classes; the caster levels also get a +4

    Expanded Spell Knowledge III (2 AP)
    Prerequisites: Ultimate Magus III, Expanded spell knowledge II

    Benefit: Take one spell of 7th, 8th, and 9th level from your wizard spell list and add it to your sorcerer caster spell list provided your sorcerer can cast spells of that level after Ultimate Magus III is applied. Also all spells of those levels from his sorcerer spell list are automatically added to his wizard spellbook

    Arcane Spell Points III (2 AP)
    Prerequisites: Ultimate Magus III, Arcane Spell Points II, Wizard Energy of the Scholar III OR Sorcerer Energy of the Dragonblood III

    Benefit: This enhancement functions like Arcane Spell Points II, however as an added bonus, However the spell point grand total in each class before averaging is determined based upon the sum of the intelligence and charisma bonuses. Also bonus spell points from Wizard Energy of the Scholar III and IV and Sorcerer Energy of the Dragonblood III and IV are averaged instead in the same fashion as arcane spell points II and I.


    Arcane Blending III (2 AP)
    Prerequisites: Ultimate Magus III, Arcane Blending II

    Benefit: Any feats, enhancements, or other abilities that only apply to one class also apply to the spells of the other arcane class. Also the caster levels of both classes are added together to determine if the character meets the caster level prerequisites for feats, enhancements or other abilities

    Due to the amount of enhancements required to gain full benefits, requireing full devotion to the arcane arts, as well as advising maxing out intelligence and charisma for the best results, the physical combat ability for the Ultimate magus is poor at best.

    Let me know if there are any kinks that could be ironed out because I would really like to suggest this for all those pure arcanists like me out there ^_^
    Last edited by MilleniumEagle; 12-14-2009 at 11:43 PM.

  13. #33
    Community Member oberon131313's Avatar
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    Funny, I was just thinking about creating a thread today based on multiclassed PrEs....

    Spellsword I
    AP cost: 4
    Requirements: Wiz 4 or Sor 4, and any one of: Pal 2, Ftr 2, Barb 2
    Spellsword I removes the arcane spell failure of any medium armor you may be wearing, including Warforged's Mithral body. Additionally, you gain the "Spellsword Imbue I" ability.
    Ability: Spellsword Imbue I
    Imbues all melee weapons that you equip with arcane force, granting them the Force ability (+1d6 Force damage) and negating the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Spellsword Imbue ability may be active at any time.


    Spellsword II
    AP cost: 2
    Requirements: Wiz 10 or Sor 10, Enhancement: Spellsword I, Proficiency: Heavy Armor
    Spellsword II removes the arcane spell failure of any heavy armor you may be wearing, including Warforged's Adamantine body. Additionally, you gain the "Spellsword Imbue II" ability.
    Ability: Spellsword Imbue II
    Performs a melee attack with a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6 per caster level fire damage (max 10d6) to the target. This only affects the target, and does not affect nearby enemies. A successful Reflex save reduces the damage by half. Use of this ability triggers a lengthy cooldown of the "Fireball" spell. Only one Spellsword Imbue ability may be active at any time.


    Spellsword III
    AP cost: 2
    Requirements: Wiz 16 or Sor 16, Enhancement: Spellsword II, Proficiency: Tower Shield
    Spellsword III reduces the arcane spell failure of tower shields you may be wearing to 20%. Additionally, you gain the "Spellsword Imbue III" ability.
    Ability: Spellsword Imbue III
    Performs a melee attack with a blast of fire that detonates on impact, causing an explosion of flame that deals 1d6 per caster level fire damage (max 20d6) to the target. This only affects the target, and does not affect nearby enemies. A successful Reflex save reduces the damage by half. Use of this ability triggers a lengthy cooldown of the "Delayed Blast Fireball" spell. Only one Spellsword Imbue ability may be active at any time.



    the second and third tier imbues both act like deepwood sniper's ability, while the first acts like arcane archers. Using 2nd or 3rd tier will deactivate the first tier (though it can be reapplied) Additionally, the Imbues could be listed as seperate abilities, like force arrow, allowing for each elemental type to be purchased.
    Last edited by oberon131313; 12-14-2009 at 11:55 PM.
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  14. #34
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    Too lazy to lay it all out now, but I'd like to see some of the features of Fist of Raziel that aren't already in game added--specifically, Chain Smite!
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  15. #35
    Community Member SHADOWVINES's Avatar
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    Quote Originally Posted by Baahb3 View Post
    Duelist

    This class comes from the DMG.

    Duelist I (4 AP)

    You are a fighter that believes the best way to protect yourself is to not get hit in the first place. You use your nimbleness to make precise attacks with light weapons and leave your enemies swinging at empty air. **This PrE could be fun for just about any class if they want to qualify for it so I will leave the class required for it generic for now.**

    Requirements: Class Level 6, Dodge, Mobility, Weapon Finesse

    Benefit: When not wearing a shield or armor you gain +2 bonus to your reflex saves and +4 to your AC while tumbling (this stacks with the mobility feat for a +8 total dodge bonus to AC while tumbling)

    Canny Defense (1 AP) Requires Duelist I
    Benefit: While not wearing armor or using a shield you gain an insight bonus to AC equal to your Intelligence Modifier


    Duelist II (2 AP)

    Requirements: Class Level 12, Duelist I, Spring Attack

    Benefit: When not wearing a shield or armor you gain the ability to deliver a precise strike against your opponent dealing +1D6 damage. This does not work on creatures that are normally immune to critical hits such as constructs and undead. You gain the Deflect Arrows Feat for free.

    Elaborate Parry I (1 AP) Requires Duelist II

    Benefit: While in the Defensive Fighting stance or the Combat Expertise stance you gain an additional +2 dodge bonus to AC.


    Duelist III (2 AP)

    Requirements: Class Level 18, Duelist III, Whirlwind Attack

    Benefit: When not wearing a shield or armor your ability to deliver a precise strike to opponents increases to +2D6. You gain an additional +2 bonus to your reflex save. Your Whirlwind Attack now has a cool down of just 7 sec.

    Elaborate Parry II (2 AP) Requires Elaborate Parry I
    Benefit: While in the Defensive Fighting stance or the Combat Expertise stance you gain an additional +5 dodge bonus to AC. (This overrides the +2 bonus from Elaborate Parry I)

    **I tried to tame this down some for DDO, the PrC is tough to handle in PnP let alone online.**
    Dude that is really well done. I love it.

  16. #36
    Founder Aesop's Avatar
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    Quote Originally Posted by SHADOWVINES View Post
    Dude that is really well done. I love it.
    Just a note (good bad or indifferent) With Canny Defense being an Insight Bonus it won't stack with other insight bonuses meaning that unless your Int is 20 or better it is likely that you could get equal or better from a Greensteel item or other sources... like on DT Armor/Robe or through a set

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  17. #37
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    Tamer of Beasts

    Tamer of Beasts I (4 AP)
    Your bond with creatures has grown to become more powerful than others of your kind. Granting powerful allies to fight at your side.

    Requirements: Level 6, Ranger Extra Empathy II, Ranger Elemental Empathy, Ranger Vermin Empathy.

    Benefit: Your summoned companions have an action bar(similar to hirelings) which you can give commands to them with and last till death. In addition you gain 1 extra use of Empathy per rest, and +2 to Diplomacy and Intimidate when dealing with beasts, vermin, and elementals.

    Granted Ability: Summon rat swarm - You may expend a use of Wild Empathy to summons a swarm of rats(1d4 rats with +1 per Ranger level. Max +6) to attack your enemies. Lasts 4d10+20 seconds.

    Tamer of Beasts II (2 AP)

    Requirements: Level 12, Tamer of Beasts I, Ranger Extra Empathy III

    Benefit: Your summoned companions have an action bar(similar to hirelings) which you can give commands to them with and last till death. In addition you gain 1 extra use of Empathy per rest(Total +2), and +2 to Diplomacy and Intimidate when dealing with beasts, vermin, and elementals(Total +4). Your Improved Wild Empathy now works on Vermin and Elementals in addition to previous types.

    Granted Ability: Summon elemental - You may expend a use of Wild Empathy to summon a 12HD elemental of his/her choosing that lasts for 3d12+10 seconds.

    Tamer of Beasts III (2 AP)

    Requirements: Level 18, Tamer of Beasts II, Ranger Extra Empathy IV

    Benefit: Your summoned companions have an action bar(similar to hirelings) which you can give commands to them with and last till death. In addition you gain 1 extra use of Empathy per rest(Total +3), and +2 to Diplomacy and Intimidate when dealing with beasts, vermin, and elementals(Total +6). Your Improved Wild Empathy now works on Vermin, Elementals, and Magical Beasts in addition to previous types. All creatures charmed by Improved Wild Empathy cannot break the bond that you two share and will fight for you till death. You may only have one creature tamed in this way.

    Granted Ability: Summon Jarilith - You may expend a use of Wild Empathy to summon a 18HD Jarilith that lasts for 6d10+20 seconds.






    So yeah, I know Jarilith's aren't technically Magical Beasts that they are demons...but I don't think we have Hydras in this game yet and that's what I used to like to have as 'pets' back in pnp as a Tamer of Beasts.

    Edit: One that I would like to see people try to type up for DDO just to see how they would do it is: The Forsaker. The PrC that made it to where you couldn't be the target of spells and couldn't use any magical items. Yes it would be an extremely difficult class to play I think in DDO.
    Last edited by Daehawk; 12-16-2009 at 04:39 PM.

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