Improved Heart of Fury Mode By OlvynChuru This readme describes the optional components of the mod. - Change the summoning limit This component lets you either remove the summoning limit (so you can summon as many creatures as you want) or set it to a value of your choice. - Modify Fighting Styles This component improves the bonuses granted by Single Weapon Style, Two-Handed Weapon Style, Sword and Shield Style, and Two Weapon Style. It also allows a character to take up to five points in a style if that class/kit could normally take the maximum number of points in a style. For example, warriors can now take up to five points in each style, and Swashbucklers and Blades can now take up to five points in Two Weapon Style. Here's what the fighting styles now do: SINGLE-WEAPON: This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon. Proficient (1 slot): The wielder gets a +1 bonus to THAC0, a -1 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a one-handed weapon. Specialized (2 slots): The wielder gets a +2 bonus to THAC0, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a one-handed weapon. Master (3 slots): The wielder gets a +3 bonus to THAC0, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 17 to 20 when using a one-handed weapon. High Master (4 slots): The wielder gets a +4 bonus to THAC0, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 16 to 20 when using a one-handed weapon. Grand Master (5 slots): The wielder gets a +5 bonus to THAC0, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 15 to 20 when using a one-handed weapon.~ TWO-HANDED: This fighting style allows the character to use a two-handed melee weapon and receive special bonuses. Proficient (1 slot): The wielder gets a +2 bonus to damage rolls and a -1 bonus to Speed Factor. Specialized (2 slots): The wielder gets a +3 bonus to damage rolls, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon. Master (3 slots): The wielder gets a +5 bonus to damage rolls, a -3 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 when using a two-handed weapon. High Master (4 slots): The wielder gets a +6 bonus to damage rolls, a -4 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon. High Master (5 slots): The wielder gets a +8 bonus to damage rolls, a -5 bonus to Speed Factor, and the ability to score critical hits on a roll of 18 to 20 when using a two-handed weapon. SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received. Proficient (1 slot): The wielder gets a +1 bonus to AC against all weapons, and an additional +2 bonus to AC against missile weapons. Specialized (2 slots): The wielder gets a +2 bonus to AC against all weapons, and an additional +4 bonus to AC against missile weapons. Master (3 slots): The wielder gets a +3 bonus to AC against all weapons, and an additional +6 bonus to AC against missile weapons. High Master (4 slots): The wielder gets a +4 bonus to AC against all weapons, and an additional +8 bonus to AC against missile weapons. Grand Master (5 slots): The wielder gets a +5 bonus to AC against all weapons, and an additional +10 bonus to AC against missile weapons. NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses. TWO-WEAPON: This fighting style allows the character to use two melee weapons at the same time with fewer penalties. A character wielding two weapons without a slot in this fighting style would incur a -4 penalty to attack rolls with the main weapon and a -8 penalty with the off-hand weapon. Proficient (1 slot): The wielder's penalties are reduced to -2 with the main weapon and -6 with the off-hand weapon. Specialized (2 slots): The wielder's penalties are reduced to 0 with the main weapon and -4 with the off-hand weapon. Master (3 slots): The wielder's penalties are reduced to 0 with the main weapon and -2 with the off-hand weapon. High Master (4 slots): The wielder gets no penalties from wielding two weapons. Grand Master (5 slots): The wielder gets no penalties from wielding two weapons and gets a +1 bonus to AC while doing so. - Disable the normal Heart of Fury Mode bonuses This component makes it so nobody gets those ridiculous HP and AC bonuses that creatures normally get on Heart of Fury Mode. - Class and Kit Enhancements This component increases the level cap to 50 and overhauls many classes and kits so that they get more interesting abilities, many of which will scale all the way to level 50. This is meant to make single-classed characters more viable. In a six-character party with double experience enabled, a single-classed character will reach level 50 by the end of the game, but a multi-classed character won't (so a single-classed character will get extra bonuses that a multi-classed character won't obtain). Here are all the changes to classes and kits: Fighters and fighter kits (excluding Barbarians) now get an additional 5% chance to critically hit at level 20 and every 5 levels thereafter. The Berserker Enrage ability has been changed substantially: ENRAGE: The character becomes enraged for 1 turn. While enraged, all slashing, piercing, and crushing damage dealt by the character is increased by 50%, but all physical damage taken by the character is also increased by 50%. The character also becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. Wizard Slayers now gain +5% magic resistance per level and can use certain magic items whose purpose is largely to protect against magic (e.g. Potions of Magic Protection/Blocking/Shielding). The Kensai Kai ability now lasts a number of seconds equal to the character's Wisdom. Also, Kensai can now wear bracers and gauntlets. Their bonuses to hit and damage rolls keep increasing up to level 48. Barbarians now keep rolls their full d12 for HP each level even after level 9. Starting at level 31, their Hit Die changes to a d20, though they don't gain Hit Points retroactively from this. The Dwarven Defender Defensive Stance ability now only lasts 4 rounds and reduces movement speed by 80%. It still gives +50% physical damage resistance, so it should still be useful. Rangers and Paladins now learn spells faster. They get their first 1st-level spell slot at level 2, and they gain access a higher spell level every 3 levels thereafter (2nd-level spells at level 5, 3rd-level spells at level 8, 4th-level spells at level 11, 5th-level spells at level 4, and 6th-level spells at level 17). All spellcasters (Mages, Sorcerers, Bards, Clerics, Druids, Rangers, Paladins) now continue to gain spell slots each level all the way up to level 50. Archers can no longer cast ranger spells. However, their bonuses to hit and damage rolls with missile weapons keep increasing up to level 48, and their Called Shot ability gets better as well: CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll. 20th level: Will critically hit on a roll of 18-20. 30th level: Will critically hit on a roll of 16-20. 40th level: Will critically hit on a roll of 14-20. 50th level: Target must Save vs. Death or die instantly. Stalkers can achieve better backstabs, sneak attacks, and crippling strikes: - May backstab, although for a lower damage multiplier than Thieves: Level 1-8: x2 Level 9-16: x3 Level 17-26: x4 Level 27+: x5 - If 3E Sneak Attack is enabled, may sneak attack instead of backstab for increased damage. Attacking a creature from behind deals +1d6 damage, and an additional +1d6 for every 3 ranger levels after level 1. - If 3E Sneak Attack is enabled, may deal crippling strikes upon successful sneak attacks. Crippling strikes last for 1 turn and have the following effects: Level 6-11: -1 to target's hit and damage rolls Level 12-17: -2 to target's hit and damage rolls Level 18-23: -3 to target's hit and damage rolls Level 24-29: -4 to target's hit and damage rolls Level 30-35: -5 to target's hit and damage rolls Level 36-41: -6 to target's hit and damage rolls Level 42-47: -7 to target's hit and damage rolls Level 48+: -8 to target's hit and damage rolls They no longer gain the spells Haste, Minor Spell Deflection or Protection from Normal Missiles; instead they gain these spells: - 5th level: May cast the spell Invisibility as a 2nd-level spell. - 11th level: May cast the spell Improved Invisibility as a 4th-level spell. - 17th level: May cast the spell Mislead as a 6th-level spell. Beast Masters have been completely overhauled: BEAST MASTER: This Ranger is a wanderer and is not comfortable in civilized lands. Therefore, maintains a natural affinity for animals; they are friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them. Advantages: - May use Find Familiar ability to summon a pseudo dragon (if lawful or neutral good) or fairy dragon (if chaotic good) companion. - Allied animals within 30 feet of the Beastmaster gain +2 to hit and damage. These bonuses increase by 1 every 3 levels. - The Beastmaster's familiar gains +4 to hit and damage while within 30 feet of the Beastmaster. These bonuses increase by 2 every 3 levels. - 2th level: May cast Animal Summoning I as a 1st-level spell. - 5th level: May cast Animal Summoning II as a 2nd-level spell. - 8th level: May cast Animal Summoning III as a 3rd-level spell. - 20th level: Allied animals and familiars within 30 feet of the Beastmaster also gain an additional attack per round. - 40th level: Allied animals and familiars within 30 feet of the Beastmaster now gain two additional attacks per round. Disadvantages: - May not wear any metal armor. - May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars). Paladins and paladin kits (except for Blackguards and Undead Hunters) now gain an additional +1 to all saving throws every 5 levels. The Paladin Smite Evil ability now deals 1d8 magic damage per level (max 50d8) to an evil target (with no Saving Throw, and Magic Resistance cannot stop it). The Paladin Lay on Hands ability now scales up to level 50, and Paladins now gain an extra use of it every 5 levels. The Cavalier's hit and damage bonuses against demons, devils, dragons and wyverns have been increased to +6. Inquisitors can now cast Breach once per day starting at level 10; they get an additional use of Breach every 10 levels thereafter. Since regular Paladins can get Dispel Magic earlier thanks to their improved spellcasting, I wanted to give Inquisitors something special. When an Undead Hunter hits an undead creature with a melee or ranged attack, there is now a 2% per level chance that the undead will be turned as if the Undead Hunter had used Turn Undead on it. The Blackguard Absorb Health ability now scales up to level 50, as does their Aura of Despair: 3rd level: Enemies within 15 ft. receive a -1 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 6th level: Enemies within 15 ft. receive a -2 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 15th level: Enemies within 15 ft. receive a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn, and must Save vs. Breath or run away for the duration. 20th Level: Enemies within 15 ft. receive a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn, and must Save vs. Breath at -1 or run away for the duration. 30th Level: Enemies within 15 ft. receive a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn, and must Save vs. Breath at -3 or run away for the duration. 40th Level: Enemies within 15 ft. receive a -6 penalty to hit and damage rolls and a -6 penalty to Armor Class for 1 turn, and must Save vs. Breath at -5 or run away for the duration. 50th Level: Enemies within 15 ft. receive a -6 penalty to hit and damage rolls and a -6 penalty to Armor Class for 1 turn, and must Save vs. Breath at -7 or run away for the duration. The Priest of Talos Lightning Bolt ability is now Talos Bolt: TALOS BOLT: This spell fires a bolt of lightning at the target, similar to the Lightning Bolt spell, except that the damage is not capped at 10d6, dealing as much as 50d6 damage from a 50th level caster. The Priest of Helm Seeker Sword ability has been improved: SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon, provides a +100 THAC0 bonus, and will not critically miss. It deals 2d4+4 damage to any target it hits and dispels Mirror Image, Invisibility, and Improved Invisibility effects on the target. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. The Priest of Lathander Boon of Lathander ability has been changed: BOON OF LATHANDER: This spell lasts 1 hour. It protects all creatures within 15 feet of the caster from level drain and many other effects of undead creatures' attacks, such as shadows' Strength drain. The Priest of Tyr Divine Favor ability now lasts 1 turn and scales up to level 48. The Priest of Tempus Chaos of Battle ability now scales up to level 48. Totemic Druids now summon more powerful spirit animals at higher levels: SUMMON SPIRIT ANIMAL: The Totemic Druid summons a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, 10 HD at level 10, 15 HD at level 20, 20 HD at level 30, 25 HD at level 40, and 30 HD at level 50. Avengers now also gain Delayed Blast Fireball as a 7th-level spell. Thieves and thief kits now gain the ability to use any item at level 28. Thieves and thief kits can now do better backstabs, sneak attacks and crippling strikes at high levels. Unkitted Thieves and Bounty Hunters: - May backstab for increased damage: Level 1-4: x2 Level 5-8: x3 Level 9-12: x4 Level 13-32: x5 Level 33+: x6 - If 3E Sneak Attack is enabled, may sneak attack instead of backstab. Attacking a creature from behind deals +1d6 damage, and an additional +1d6 for every 2 thief levels after level 1. - If 3E Sneak Attack is enabled, may deal crippling strikes upon successful sneak attacks. Crippling strikes last for 1 turn and have the following effects: Level 4-7: -1 to target's hit and damage rolls Level 8-11: -2 to target's hit and damage rolls Level 12-15: -3 to target's hit and damage rolls Improves by -1 every 4 levels, up to -12 at level 48 Assassins: - Backstab ability reaches x8 multiplier instead of capping at x6. Level 17-20: x6 Level 21-32: x7 Level 33+: x8 - Sneak attacks (if 3E Sneak Attack is enabled) progress at a faster rate. Attacking a creature from behind deals +1d6 damage, and an additional +2d6 for every 3 thief levels after level 1. - Crippling strikes (if 3E Sneak Attack is enabled) progress at a faster rate: Level 3-5: -1 to target's hit and damage rolls Level 6-8: -2 to target's hit and damage rolls Level 9-11: -3 to target's hit and damage rolls Improves by -1 every 3 levels, up to -16 at level 48 Shadowdancers: - -1 to backstab multiplier compared to an unkitted Thief: Level 1-4: x1 (no multiplier) Level 5-8: x2 Level 9-12: x3 Level 13-32: x4 Level 33+: x5 - Sneak attacks (if 3E Sneak Attack is enabled) progress at a slower rate. Attacking a creature from behind deals +1d6 damage, and an additional +1d6 for every 3 thief levels after level 1. - Crippling strikes (if 3E Sneak Attack is enabled) progress at a slower rate: Level 6-11: -1 to target's hit and damage rolls Level 12-17: -2 to target's hit and damage rolls Level 18-23: -3 to target's hit and damage rolls Level 24-29: -4 to target's hit and damage rolls Level 30-35: -5 to target's hit and damage rolls Level 36-41: -6 to target's hit and damage rolls Level 42-47: -7 to target's hit and damage rolls Level 48+: -8 to target's hit and damage rolls Bards and bard kits now gain the ability to use any item at level 19. Bard songs now improve based on level: 1st level: Can play "The Ballad of Three Heroes." All allies within 30 ft. gain +1 to hit, +1 to damage, and +1 to all their Saving Throws. These bonuses increase to +2 at 20th level, +3 at 30th level, +4 at 40th level, and +5 at 50th level. 3rd level: Can play "The Tale of Curran Strongheart." All allies within 30 ft. gain immunity to fear and hopelessness effects for as long as the song lasts, and any fear or hopelessness effects currently on them are removed. 5th level: Can play "Tymora's Melody." All allies within 30 ft. gain +1 to luck, +3 to Saving Throws, +10 to lore, and a +10% bonus to all of their thieving skills. The bonuses increase to +2 luck and +4 Saving Throws at level 25, +3 luck and +5 Saving Throws at level 35, and +4 luck and +6 Saving Throws at level 45. 7th level: Can play "The Song of Kaudies." All allies within 30 ft. move at triple their normal movement rate. 9th level: Can play "The Siren's Yearning." All enemies within 30 ft. must save vs. Spell or become enthralled, unable to take action until 1 round passes or they take damage. The penalty on the saving throw increases to -1 at level 17, -2 at level 25, -3 at level 33, -4 at level 41, and -5 at level 49. 11th level: Can play "War Chant of Sith." All allies within 30 ft. gain a +4 bonus to Armor Class and the ability to regenerate 2 Hit Points per round. These bonuses increase to +6 Armor Class and 4 Hit Points per round at level 22, +8 Armor Class and 6 Hit Points per round at level 33, and +10 Armor Class and 8 Hit Points per round at level 44. The Blade Offensive Spin ability can now be used with Haste and Improved Haste effects. The Jester song has been overhauled: 1st level: Enemies must save vs. Spell with a +1 bonus or be confused. 10th level: Enemies must save vs. Spell or be confused, and must save vs. Polymorph with a -2 penalty or be slowed. 20th level: Enemies must save vs. Spell with a -1 penalty or be confused, must save vs. Polymorph with a -3 penalty or be slowed, and must save vs. Wands with a -3 penalty or receive 50% spell failure. 30th level: Enemies must save vs. Spell with a -2 penalty or be confused, must save vs. Polymorph with a -4 penalty or be slowed, must save vs. Wands with a -4 penalty or receive 50% spell failure, and must save vs. Breath with a -2 penalty or be knocked unconscious. 40th level: Enemies must save vs. Spell with a -3 penalty or be confused, must save vs. Polymorph with a -5 penalty or be slowed, must save vs. Wands with a -5 penalty or receive 50% spell failure, and must save vs. Breath with a -3 penalty or be knocked unconscious. 50th level: Enemies must save vs. Spell with a -4 penalty or be confused, must save vs. Polymorph with a -6 penalty or be slowed, must save vs. Wands with a -6 penalty or receive 50% spell failure, must save vs. Breath with a -4 penalty or be knocked unconscious, and must Save vs. Death with a +2 bonus or literally die laughing. The Skald song has been overhauled: 1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion. 30th level: Grants allies a +6 bonus to hit and damage rolls, a +6 bonus to AC, a +10% chance to critically hit, and immunity to fear, stun, and confusion. 40th level: Grants allies a +8 bonus to hit and damage rolls, a +8 bonus to AC, a +20% chance to critically hit, and immunity to fear, stun, and confusion. 50th level: Grants allies a +10 bonus to hit and damage rolls, a +10 bonus to AC, a +30% chance to critically hit, and immunity to fear, stun, and confusion. The Dragon Disciple kit has been overhauled: DRAGON DISCIPLE: Dragon Disciples are powerful Sorcerers with dragons' blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities. Advantages: - 1st level: Starts with a base AC of 1. The character's base AC decreases by 1 every 3 levels, down to a base AC of -15 at level 48. - 3rd level: May use Breath Weapon once per day. BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft. long, inflicting 10d6 points of fire damage (Save vs. Breath for half) on all creatures caught within the 140-degree cone. - 4th level: Gains 25% innate Fire Resistance. - 5th level: +1 bonus to Constitution. - 6th level: Breath Weapon damage increases to 12d6 (Save vs. Breath at -1 for half). - 8th level: Innate Fire Resistance rises to 50%. - 9th level: Breath Weapon damage increases to 14d6 (Save vs. Breath at -2 for half). - 12th level: Breath Weapon damage increases to 16d6 (Save vs. Breath at -3 for half). - 12th level: Innate Fire Resistance rises to 75%. - 15th level: Breath Weapon damage increases to 20d6 (Save vs. Breath at -4 for half). - 15th level: +1 bonus to Constitution. - 16th level: Innate Fire Resistance rises to 100%. - 18th level: Breath Weapon damage increases to 24d6 (Save vs. Breath at -5 for half). - 24th level: Breath Weapon damage increases to 28d6 (Save vs. Breath at -6 for half). - 30th level: Breath Weapon damage increases to 32d6 (Save vs. Breath at -7 for half). - 40th level: Gains the ability to shapeshift into a red dragon once per day. - 40th level: Breath Weapon damage increases to 36d6 (Save vs. Breath at -8 for half). - 50th level: Breath Weapon damage increases to 40d6 (Save vs. Breath at -9 for half). - Hit Die: d6 Disadvantages: - May cast one fewer spell per level per day. Monks and monk kits have been overhauled: MONK: Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own: they channel a subtle energy, called ki, which allows them to perform amazing feats. The Monk's best known feat is their ability to stun an opponent with an unarmed blow. CLASS FEATURES: - May not wear any armor. - May only use weapons available to the Thief class (except two-handed). - May only become Proficient (one slot) in any weapon class. - May only become Proficient (one slot) in Single-Weapon Style and may not put slots into any other style. - Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels. - May make 1 unarmed attack per round. An additional 1/2 attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows: Level 1-4: 1d8 Level 5-9: 1d10 Level 10-14: 1d12 Level 15+: 1d20 - At level 5, unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves by another +1 every 5 levels thereafter, up to +10 at level 50. - Receives a +2 bonus to Saving Throws vs. Spell. - Deflect Missiles: The monk can deflect the first missile that would hit them each round. Deflected missiles will deal no missile damage to the monk, though any other damage that would be dealt by the missile will still hurt the monk. - Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels. - May use the Stunning Blow ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. STUNNING BLOW: All successful attacks within the next round force the victim to save vs. Paralysis or be stunned. The character's Wisdom score determines the difficulty of the saving throw: Wisdom Saving Throw Bonus/Penalty 1-11 0 12-13 -1 14-15 -2 16-17 -3 18-19 -4 20-21 -5 22-24 -6 25 -7 - 5th level: Becomes immune to all diseases and cannot be slowed. - 6th level: Gains the Evasion ability. EVASION: When a Monk is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the Monk is allowed a Save vs. Breath to completely avoid the effects. If the Saving Throw is failed, the spell works normally, including a save for half damage if the spell allows for it. A helpless Monk (e.g. held, stunned, or asleep) cannot use Evasion. - 7th level: May use the Lay On Hands ability on self to heal 2 Hit Points per level. - 8th level: Gains a -1 bonus to Speed Factor. - 9th level: Gains a +1 bonus to all Saving Throws and becomes immune to charm. - 11th level: Becomes immune to poison. - 12th level: Gains another -1 bonus to Speed Factor. - 13th level: May use the Quivering Palm ability once per day. Gains an additional use at levels 25, 35 and 45. QUIVERING PALM: The next successful attack forces the target to save vs. Death or die. The character's Wisdom score determines the difficulty of the saving throw as with Stunning Blow. - 14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level). - 20th level: Becomes immune to non-magical weapons. - 25th level: Becomes permanently under the effect of Improved Haste while unarmed. - Alignment restricted to lawful. - Hit Die: d8 DARK MOON MONK: The Order of the Dark Moon is a secretive monastic order that follows the teachings of the dark goddess Shar. Monks of the Dark Moon use physical prowess, dark magic, and many different forms of deception to mask their activities and strike with deadly precision. Advantages: - +10% to Detect Illusion. - May invest points into the Detect Illusion skill. - 1st level: May cast Blindness once per day. - 3rd level: May cast Blur once per day. - 5th level: May use the Frozen Fists ability once per day. FROZEN FISTS: When this ability is activated, the Dark Moon Monk's fists are wreathed in a shell of necrotic chill. For 1 round, the Dark Moon Monk's unarmed attacks deal an additional 2d6 points of magic cold damage on each hit. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. - 7th level: May cast Mirror Image once per day. - 9th level: Gains an additional use of Blindness, and the saving throw against the blindness is made at a -1 penalty. - 14th level: Gains an additional use of Mirror Image. - 17th level: Gains an additional use of Blindness, and the saving throw is made at a -2 penalty. - 20th level: Gains an additional use of Frozen Fists. - 21st level: Gains an additional use of Mirror Image. - 23rd level: Gains an additional use of Blur. - 25th level: Gains an additional use of Blindness, and the saving throw is made at a -3 penalty. - 28th level: Gains an additional use of Mirror Image. - 33rd level: Gains an additional use of Blindness, and the saving throw is made at a -4 penalty. - 35th level: Gains an additional use of Mirror Image. - 36th level: Gains an additional use of Frozen Fists. - 41st level: Gains an additional use of Blindness, and the saving throw is made at a -5 penalty. - 42nd level: Gains an additional use of Mirror Image. - 43rd level: Gains an additional use of Blur. - 49th level: Gains an additional use of Blindness, and the saving throw is made at a -6 penalty. - 50th level: Gains an additional use of Mirror Image. Disadvantages: - Alignment restricted to lawful evil. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. SUN SOUL MONK: Sun Soul Monks were once worshippers of Amaunator in the time of the Netheril, but today their worship is divided between Lathander, Selune, and Sune. Sun Soul Monks adhere strictly to the law, using their martial arts and magical abilities to drive out darkness and corruption wherever they find it. Advantages: - 2nd level: May cast Sun Soulray once per day. SUN SOULRAY: The character projects a blast of light from open palm, dealing 1d8 magic fire damage for every 2 caster levels (up to a maximum of 25d8 damage). Undead creatures take an additional 5d8 points of damage. There is no Saving Throw against this ability. - 5th level: May cast Flaming Fists once per day. FLAMING FISTS: The character channels inner light into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 magic fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done. - 6th level: Gains an additional use of Sun Soulray. - 8th level: May cast Greater Sun once per day. GREATER SUN: The character wreathes self in flames similar to a Fireshield (Red), granting the character 50% resistance to fire and magic fire and protecting from attacks made within a 5-ft. radius. An opponent that hits the character with any weapons or spells within this radius suffers 1d8+2 points of magic fire damage. - 10th level: Gains an additional use of Sun Soulray. - 13th level: May cast Sun Soulbeam once per day. SUN SOULBEAM: The character emits a dazzling burst of light that strikes at all other creatures within a 15-ft. radius. Struck creatures suffer 10d8 points of magic fire damage, unless they save vs. Breath at -3 for half. Undead creatures take an additional 10d8 damage, and this damage is not halved on a successful save. In addition, all creatures that fail the save are blinded for 5 rounds. - 15th level: Gains an additional use of Sun Soulray. - 16th level: Gains an additional use of Greater Sun. - 20th level: Gains an additional use of Flaming Fists. - 21st level: Gains an additional use of Sun Soulray. - 24th level: Gains an additional use of Greater Sun. - 25th level: Gains an additional use of Sun Soulbeam. - 27th level: Gains an additional use of Sun Soulray. - 32nd level: Gains an additional use of Greater Sun. - 33rd level: Gains an additional use of Sun Soulray. - 35th level: Gains an additional use of Sun Soulbeam. - 36th level: Gains an additional use of Flaming Fists. - 39th level: Gains an additional use of Sun Soulray. - 40th level: Gains an additional use of Greater Sun. - 45th level: Gains an additional use of Sun Soulbeam. Disadvantages: - Alignment restricted to lawful good. - May not use Stunning Blow ability. - May not use Quivering Palm ability. Shamans have been overhauled: SHAMAN: Shamans forge a divine connection with the natural world, similar to the way Druids commune with nature, but Shamans are more spiritual than primal. They directly tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, and shape these energies to obey their will. Nowhere is this more evident than in their ability to summon powerful spirits as guardians and defenders. A being of two worlds, Shamans value balance over dominance. CLASS FEATURES: - May only wear leather, studded leather, and hide armor. - May not equip shields larger than bucklers. - May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow. - May only become Proficient (one slot) in any weapon class. - May only become Proficient (one slot) in any fighting style. - May cast druidic spells. - Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization. - Gains access to a number of Shaman-specific spells, which can be cast like any other: Spirit Ward, Writhing Fog, Spiritual Clarity, Spirit Fire, Recall Spirit, Spiritual Lock, Ether Gate, and Ethereal Retribution. - Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 220% at level 50. - May use Shamanic Dance at will. SHAMANIC DANCE: Shamans can summon spirit allies by performing a ritualistic dance. While dancing, the Shaman cannot perform any action other than moving. Each round while the Shaman dances, there is a 50% base chance plus 2% for each level of the Shaman that a spirit will answer the call, up to a maximum of 100% at level 25. Any summoned spirits will disappear if the Shaman moves, stops dancing, or if the spirits leave visual range. The spirits grow in power as the Shaman gains additional levels: Level 1: Minor animal spirits (snake, fox, hound), up to 2 spirits at the same time. Level 6: Major animal spirits (bear, panther, boar), up to 3 spirits at the same time. Level 12: Minor nature spirits (lesser air spirit, lesser earth spirit, lesser fire spirit), up to 4 spirits at the same time. Level 18: Major nature spirits (air spirit, earth spirit, fire spirit), up to 5 spirits at the same time. The type of the summoned spirit is randomly determined from all the spirits available at the Shaman's level. For example, a level 12 Shaman will summon either a minor nature spirit, a major animal spirit, or a minor animal spirit, but cannot choose which one appears. Spirits will do their best to protect the Shaman but are not controlled directly. - 21st level: May cast Spirit Form once per day. Gains an additional use at levels 32 and 43. SPIRIT FORM: The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells. - 24th level: May cast Favored of the Spirits once per day. Gains an additional use at levels 36 and 48. FAVORED OF THE SPIRITS: This powerful rite shields the Shaman from death for 1 hour or until discharged. While under the protection of this rite, the Shaman is immune to all forms of death magic. In addition, if the Shaman is reduced below 10% Hit Points and the rite is active, the Shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered. - 25th level: The Shaman now always summons the most powerful spirits can call. - 30th level: The Shaman can now summon any number of spirits at a time, and the spirits ignore the summoning limit. - 40th level: The Shaman now summons two spirits each round while dancing. - Does not gain bonus spells per day from high Wisdom. - Alignment restricted to neutral good, true neutral, and neutral evil. - Hit Die: d8