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Alternate Advancement

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Pretty much directly inspired by EverQuest's system of the same name, this system is a means utilizing XP to progress your character after you've hit level 40.

Once you hit level 40 (at 780,000 total xp) you will automatically gain an AA point every 20,000 xp. Every time you meet or exceed 800,000 total xp, you will be deducted 20,000 xp and gain an AA point. This process is triggered when you gain XP from killing a mob, so if you're given a chunk from XP from a DM or something that puts you over 800,000 total xp, every kill you make will grant you an AA point and deduct 20,000 xp until you are back under 800,000 total xp. You cannot go below 780,000 total xp from this.

There is no limit to the amount of AA points you can earn, and you can, in theory, purchase all AA upgrades your character qualifies for, though this would take quite a long time.

AA abilities range in cost from 1 point to 15 points, generally. Many have multiple tiers. Many have specific skill, feat, and/or class requirements. They range from useful-but-boring to incredibly strong direct power upgrades. Hey, they can't all be exciting. :)

AA's are broken into four categories: General, Archetype, Class and Cohort Improvements. You will be able to see all General, Archetype and Cohort Improvements AAs, but can only purchase the ones you qualify for (or that have no requirements). You will only see Classes listed that are in your current character build, within those classes you will see all AA's available to the class, but only be able to purchase those that you qualify for.

The AA system is accessed from the Craft Menu once your character is level 40.

Select a category to view the AA abilities available:

Cohort Improvements

General

Archetype

Class specific:

* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger
* Rogue
* Wizard/Sorcerer
* Warlock
* Favored Soul

* Shadowdancer
* Magitek Engineer
* Arcane Archer
* Assassin
* Blackguard
* Champion of Torm
* Weapon Master
* Pale Master
* Shifter
* Stalwart Defender
* Red Dragon Disciple
* Dervish
* Purple Dragon Knight
* Guardian
* Frenzied Berserker
* Hellfire Warlock
* Templar
* Hemomancer
* Cryomancer
* Force Mage
* Battlemage
* Cavalier
* Pyromancer
* Beastlord
Alternate Advancement - Pale Master

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**Pale Master Class AAs:**

Empowered Corpse Explosions [Cost: 9]

* Requires feat: Animate Dead
* The corpse explosions from your feat-based Animate Dead and Summon Undead spells will now do double damage. This multiplier is applied to the final damage number, after all other modifiers.

Necrotic Touch [Cost: 6, 3 tiers]

* Requires feat: Undead Graft.
* Reduces the cooldown of your Undead Graft's Paralyzing Touch and Deathless Mastery Touch by 1 round per level. The default cooldowns for these abilities is 10 and 12 rounds, respectively.

Skeletal Steed [Cost: 6]

* Requires feat: Toggle Undying Steed
* Replaces your Undying Steed with a Skeletal Steed. The bonuses for riding the mount increase from +2 AB/+2 AC to +4 AB/+4 AC.

Undead Critical Multiplier [Cost: 9]

* Requires feat: Animate Dead
* Your feat-based undead summons' critical multiplier increases from x2 to x3.
* After obtaining this ability, you must resummon any active undead for them to gain the feat.

Undead Critical Range [Cost: 12]

* Requires feat: Animate Dead
* Your feat-based undead summons gain +2 to their critical threat range.
* After obtaining this ability, you must resummon any active undead for them to gain the feat.

Undead Toughness [Cost: 2, 10 tiers]

* Requires feat: Animate Dead
* Your feat-based undead summons gain a level of Epic Toughness (+20 hp) per AA level.
* After obtaining this ability, you must resummon any active undead for them to gain the feat.
Wizard

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**Wizard Class Changes**

**Class Skill Changes:**

* Added: Alchemy
* Added: Leadership

**Feat Changes:**

* Gains active skill feats at level 1 (Area Taunt, Demoralize Opponents, Feint, Set Trap)
* Gains Weapon Finesse at level 1
* Gains cantrip feats at level 1 (Acid Splash, Daze, Electric Jolt, Fire Dart, Light, Ray of Frost, Resistance)
* Epic Bonus Feat list greatly expanded, including Great Intelligence

**Spell List Changes**

Level 0:

* No changes

Level 1:

* No changes

Level 2:

* Removed Flame Weapon
* Added Frostburn Weapon

Level 3:

* No changes

Level 4:

* No changes

Level 5:

* No changes

Level 6:

* No changes

Level 7:

* Added Disintegrate

Level 8:

* No changes

Level 9:

* No changes
Druid

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**Druid Class Changes**

**Class Skill Changes:**

* Added: Alchemy
* Animal Empathy - Now passively provides scaling bonuses to the Animal Companion based on total ranks (bonuses applied to companion when it is summoned based on your total ranks at the time of summoning):
	+ Physical Damage Immunity (pierce, blunt, slash): 1% per skill rank (max 75%)
	+ Natural AC: 1 per 8 skill ranks, max +10
	+ AB: 1 per 8 skill ranks
	+ Regen: 1 per 4 skill ranks
	+ Pierce Damage Bonus: 1 per 4 skill ranks
	+ Immunity to Mind Spells at rank 15
	+ Immunity to Ability Drain at rank 25
	+ Immunity to Death Magic at rank 35
* Added: Leadership
* Added: Taunt

**Feat Changes:**

* Gains active skill feats at level 1 (Area Taunt, Demoralize Opponents, Feint, Set Trap)
* Gains Weapon Finesse at level 1
* Gains cantrip feats at level 1 (Cure Minor Wounds, Fire Dart, Inflict Minor Wounds, Electric Jolt, Light, Resistance)
* Animal Companions now gain scaling bonuses based on total character level in addition to any bonuses from Animal Empathy:
	+ Slash Damage Bonus: 1 per 2 character levels
	+ Attack Bonus: 1 per 2 character levels
	+ Dodge AC: 1 per 8 character levels
	+ Regen: 1 + (1 per 8 character levels)
	+ Saving Throws (all): 1 per 2 character levels
	+ Natural AC: 1 per 4 character levels
	+ Armor AC: 1 per 4 character levels
	+ Deflection AC: +20
	+ Strength, Constitution: 1 per character level
	+ Dexterity, Intelligence, Wisdom, Charisma: 2 + (1 per 4 character levels)
	+ Haste
	+ Damage Immunity (Acid, Cold, Electrical, Fire, Positive, Sonic, Negative, Magical) 66%
* Epic Bonus Feat list greatly expanded, including Great Constitution, Great Dexterity, Great Strength, and Great Wisdom
Alternate Advancement - Cavalier

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**Cavalier Class AAs**

Advanced Mounted Combat [Cost: 4, 2 tiers]

* Gain an additional +1 Attack Bonus and +1 Shield Enhancement AC while mounted per AA level.

Devastating Impact [Cost: 9]

* Requires Feat: Mounted Charge
* Your Mounted Charge now does damage and stuns and knocks down all enemies in a large radius of the target.

Hastened Charge [Cost: 4, 2 tiers]

* Requires Feat: Mounted Charge
* Your Mounted Charge cooldown is reduced by 1 round per AA level.

Improved Mounted Defense [Cost: 9]

* Requires Feat: Mounted Defense
* Gain an additional +5% concealment bonus while mounted, per AA level.

Improved Mounted Offense [Cost: 6, 2 tiers]

* Requires Feat: Mounted Offense
* Gain an additional +5 Untyped damage bonus while mounted, per AA level.

Mighty Charge [Cost: 6]

* Requires Feat: Mounted Charge
* Your Mounted Charge damage rolls d20's instead of d12's.
Red Dragon Disciple

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**Red Dragon Disciple Class Changes**

Note that the Red Dragon Disciple PRC now only has ten levels.

**Requirements:**

* Skills: Lore 8
* Feats: Resist Fire Energy OR any level of Epic Fire Energy Resistance

**Class Skill Changes**:

* Added: Alchemy
* Added: Intimidate
* Added: Leadership
* Added: Taunt
* Added: Tumble

**Spellcasting:**

* Every other RDD level now increases your arcane caster level.
* Every other RDD level increases your invoker level.
* Red Dragon Disciple does not learn new spells, but every other RDD level you gain new spell slots as if you had leveled your highest arcane casting class (if any).

**Feat Changes:**

* Level 3: Breath of the Wyrmling: This ability is now automatically triggered in melee combat, and cannot be manually used
	+ Base cooldown is 6 rounds
	+ Base damage starts at d4 \* (total character level + Con mod)
		- Enemies who fail their reflex save catch on fire, taking half of the initial damage per round for two rounds.
	+ Base save DC is 10 + total character level + Con mod
	+ Area of Effect is no longer a Cone, but a Huge size Sphere centered on your targe
* Level 6: Breath of the Young Dragon
	+ Base damage becomes d6 \* (total character level + Con mod)
* Level 9: Breath of the Dragon
	+ Base damage becomes d8 \* (total character level + Con mod)

Stat progression and feats not listed remain unchanged from vanilla.

The fire breath can be further improved by taking the Breath of the Elder Dragon and Breath of the Ancient Dragon feats in epic levels, once you're RDD level 9+.
Brimstone Blast

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Lesser Invocation

Effective Spell Level: 3

Alters your Eldritch Blast to do Fire damage. Target(s) are lit on fire for one round per 5 Invoker levels if they fail a Reflex save vs. Fire. Targets lit on fire take 2 blast dice (2d6 to 2d20 depending on Invoker level) + 1/2 your Spellcraft damage bonus in fire damage every 6 seconds for the duration.

Blast modifiers are instant toggles and last until turned off or another blast modifier is turned on.
Class Changes

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Select a class below to see what changes have been made to it.

Base Classes:

* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger
* Rogue
* Sorcerer
* Wizard
* Warlock
* Favored Soul

Prestige Classes:

* Shadowdancer
* Magitek Engineer (replaces Harper Scout)
* Arcane Archer
* Assassin
* Blackguard
* Champion of Torm
* Weapon Master
* Pale Master
* Shifter
* Stalwart Defender
* Red Dragon Disciple
* Dervish (replaces Shou Disciple)
* Purple Dragon Knight
* Guardian
* Frenzied Berserker
* Hellfire Warlock
* Templar
* Hemomancer
* Cryomancer
* Force Mage
* Battlemage
* Cavalier
* Pyromancer
* Beastlord
Alternate Advancement - Hemomancer

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**Hemomancer Class AAs**

Efficient Blood Magic [Cost: 9, 1 tier]

* For the purposes of calculating how much damage you take when casting a spell with Blood Magic active, your Hemomancy level is counted as 1 lower. Cannot go below 1.

Hastened Sacrifice [Cost: 3, 2 tiers]

* Reduces the cooldown on Blood Sacrifice by 1 round per AA level.

Homing Bolts [Cost: 6, 1 tier]

* Your Blood Bolts have a 25% higher chance of hitting, per bolt. Bringing the hit chance up to 100%, 75%, and 50%, respectively (default: 75%, 50%, 25%).
Rogue

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**Rogue Class Changes**

**Class Skill Changes:**

* Added: Alchemy
* Added: Leadership

**Feat Changes:**

* Gains active skill feats at level 1 (Area Taunt, Demoralize Opponents, Feint, Set Trap)
* Gains Weapon Finesse at level 1
* Epic Bonus Feat list greatly expanded, including Great Dexterity, and Great Strength
Ranger

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**Ranger Class Changes**

**Class Skill Changes:**

* Added: Alchemy
* Animal Empathy - Now passively provides scaling bonuses to the Animal Companion based on total ranks (bonuses applied to companion when it is summoned based on your total ranks at the time of summoning):
	+ Physical Damage Immunity (pierce, blunt, slash): 1% per skill rank (max 75%)
	+ Natural AC: 1 per 8 skill ranks, max +10
	+ AB: 1 per 8 skill ranks
	+ Regen: 1 per 4 skill ranks
	+ Pierce Damage Bonus: 1 per 4 skill ranks
	+ Immunity to Mind Spells at rank 15
	+ Immunity to Ability Drain at rank 25
	+ Immunity to Death Magic at rank 35
* Added: Bluff
* Added: Intimidate
* Added: Leadership
* Added: Taunt
* Added: Tumble

**Feat Changes:**

* Gains active skill feats at level 1 (Area Taunt, Demoralize Opponents, Feint, Set Trap)
* Gains Weapon Finesse at level 1
* Removed Duel-Wield feat at level 1
* Gains Ambidexterity at level 1
* Gains Two-Weapon Fighting at level 1
* Gains Point Blank Shot at level 1
* Gains Rapid Shot at level 1
* Gains cantrip feats at level 2 (Cure Minor Wounds, Flare, Resistance)
* Gains Great Fortitude at level 3
* Gains Improved Two-Weapon Fighting at level 6
* Gains Called Shot at level 6
* Animal Companions now gain scaling bonuses based on total character level in addition to any bonuses from Animal Empathy:
	+ Slash Damage Bonus: 1 per 2 character levels
	+ Attack Bonus: 1 per 2 character levels
	+ Dodge AC: 1 per 8 character levels
	+ Regen: 1 + (1 per 8 character levels)
	+ Saving Throws (all): 1 per 2 character levels
	+ Natural AC: 1 per 4 character levels
	+ Armor AC: 1 per 4 character levels
	+ Deflection AC: +20
	+ Strength, Constitution: 1 per character level
	+ Dexterity, Intelligence, Wisdom, Charisma: 2 + (1 per 4 character levels)
	+ Haste
	+ Damage Immunity (Acid, Cold, Electrical, Fire, Positive, Sonic, Negative, Magical) 66%
* Gains Evasion at level 9
* Gains Prowess at level 11
* Gains Stealthy at level 13
* Gains Entangling Attacks at 15
	+ Once per round your attacks will deal 1d6\*Ranger Class Level piercing damage and root the target in place for 1 second.
* Gains Hide in Plain Sight at level 17
* Gains Improved Evasion at level 19
* Gains Bane of Enemies at level 21
* Epic Bonus Feat list greatly expanded, including Great Constitution, Great Dexterity, Great Strength, and Great Wisdom

**Spell List Changes**

Level 0:

* Added Cure Minor Wounds
* Added Resistance

Level 1:

* Added Keen Edge
* Added True Strike

Level 2:

* Added Bull's Strength
* Added Endurance
* Added Frostburn Weapon
* Added Melf's Acid Arrow
* Added Owl's Wisdom

Level 3:

* Added Flame Arrow
* Added Spike Growth

Level 4:

* Added Awaken
* Added Regenerate
* Added Stoneskin
Flame Burst

Deal 35 fire damage in a 6 tile burst around the caster.

### Bright Flame

5 SP: Flame Burst deals [holy] instead of [fire], and shields allied units instead of damaging them.

### Spreading Flame

7 SP: Each cast of flame burst consumes all remaining charges. For each charge consumed, flame burst gets +1 radius and +1 damage. Slain enemies create additional explosions with half radius and damage.
Alternate Advancement - Arcane Archer

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**Arcane Archer Class AAs:**

Empowered Imbue Arrow [Cost: 5, 2 tiers]

* Requires feat: Imbue Arrow.
* Increases the blast radius of Imbue Arrow by 1 meter per AA level and increases the damage by 30% per AA level.

Deathmark Arrow [Cost: 6, 3 tiers]

* Requires feat: Death Arrow.
* If the target makes their save against Death Arrow, or is otherwise immune to the death effect, they are instead marked for death, receiving 25% more piecing damage per AA level for 3 rounds.

Freezing Arrows [Cost: 9]

* Requires feat: Hail of Arrows.
* Your Hail of Arrows will now freeze enemies solid for 2 rounds if they fail a Fort save. This is a paralyze effect.

Hastened Arrow Enchanting [Cost: 9]

* Requires feat: Imbue Arrow.
* Reduces the cooldown of Imbue Arrow by 2 rounds per AA level.
* Reduces the cooldown of Seeker Arrow by 1 round per AA level.
* Reduces the cooldown of Hail of Arrows by 2 rounds per AA level.
* Reduces the cooldown of Death Arrow by 1 round per AA level.

Spellbreach Arrow [Cost: 5, 2 tiers]

* Requires feat: Seeker Arrow.
* Seeker Arrow will remove 1 buff from the target per AA level and reduce the target's spell resistance by 5 per AA level.
Race Changes

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Note that for vanilla races, only the changes are listed.

**Dwarf**

* +2 Con, -2 Dex, +2 Wis
* Gained Skill Focus: Craft Armor
* Gained Skill Focus: Craft Weapon
* Gained Skill Focus: Discipline
* Gained Martial Weapon Proficiency

**Elf**

* -2 Con, +2 Dex, +2 Wis
* Gained Skill Focus: Animal Empathy
* Gained Skill Focus: Concentration

**Gnome:**

* -2 Str, +2 Wis, +2 Int
* Gained Skill Focus: Alchemy
* Gained Skill Focus: Craft Trap
* Gained Skill Focus: Disable Trap
* Gained Skill Focus: Set Trap

**Half Elf**

* -1 Con, +1 Dex, +1 Int, +1 Wis
* Gained Skill Focus: Animal Empathy
* Gained Skill Focus: Concentration
* Gained Skill Focus: Discipline
* Gained Skill Focus: Heal

**Half Orc**

* +2 Con +2 Str, -2 Int
* Prowess
* Gained Skill Focus: Intimidate
* Gained Skill Focus: Taunt

**Halfling**

* -2 Str, +2 Dex, +2 Cha
* Gained Skill Focus: Hide
* Gained Skill Focus: Move Silently
* Gained Skill Focus: Pick Pocket

**Human**

* +2 Int
* Gained Skill Focus: Discipline
* Gained Skill Focus: Heal

**Aasimar**

* +2 Cha, -2 Dex, +2 Wis
* Acid Resistance 5/-
* Cold Resistance 5/-
* Electrical Resistance 5/-
* Skill Affinity - Listen: +2 to Listen skill
* Skill Affinity - Spot: +2 to Spot skill
* Darkvision

**Tiefling**

* -2 Cha, +2 Dex, +2 Int
* Cold Resistance 5/-
* Electrical Resistance 5/-
* Fire Resistance 5/-
* Skill Focus - Bluff: +3 Bluff skill
* Skill Focus - Hide: +3 Hide skill
* Darkvision

**Wemic**

* -2 Cha, +2 Con, +2 Dex, -2 Int, +2 Str
* Medium size
* Alertness
* Skill Affinity - Listen: +2 Listen skill
* Skill Affinity - Move Silently: +2 Move Silently skill
* Skill Affinity - Spot: +2 Spot skill
* Low-Light Vision
* +50% movement speed
* Cannot use mounts

**Brownie**

* +2 Cha, -2 Con, +2 Dex, -2 Str, +2 Wis
* Small size
* Improved Initiative: +4 to initiative checks
* Dodge: +1 Dodge AC
* Skill Focus: Parry

**Warforged**

* -2 Cha, +2 Con, +2 Int
* Immune to Sleep
* Immune to Paralysis
* Immune to Disease
* Immune to Poison
* Armor Skin: +2 Natural AC
* Toughness: +1 HP per character level
* Cannot use mounts

**Dragonborn, Red**

* +2 Cha, +2 Str, -2 Wis
* Immune to Sleep
* Immune to Paralysis
* Fire Resistance 10/-
* Armor Skin: +2 Natural AC
Dervish

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**Dervish Class**

A Dervish is a kind of fighter who specializes in agility and speed. This can present in different ways, from those who practice smooth rapid movement not unlike rushing water to those who practice quick, erratic bursts of movement meant to be hard to predict and even intimidating. Some fight with dual weapons and some fight unarmed. Yes, Dervishes come in many different forms, but they all share a fondness for speed over power. This speed is reflected defensively in the Dervish's seemingly superhuman ability to dodge incoming attacks, as well as offensively in their ability to attack much more rapidly with small weapons than even exceptionally skilled traditional fighters using the same weapons.

* Hit Die: d10
* Proficiencies: Light armor, Simple and Martial weapons
* Skill Points: 2 + Int Modifier
* Base Attack Bonus: +4/4
* Strong Saves: Reflex

Note that the Dervish PRC only has five levels.

**Requirements:**

* Alignment: Any.
* Feats: Dodge, Improved Parry, Improved Two-Weapon Fighting OR Stunning Fist, Special Attack: Flurry Strike
* Skills: Parry 8 ranks, Tumble 7 ranks

**Class Skills:**

* Same as Fighter.

**Feats:**

* 1. Dervish Combat Style - While wearing light or cloth armor, you gain +5% passive riposte chance and quarterstaves or any small or tiny weapons you wield gain new attacks per round every 3 base attack, instead of 5. Disabled if using a shield, armor heavier than light, or any weapon larger than small (except quarterstaff). Additionally, Stunning Fist attacks now do an additional 10\*(Dervish Class Level) damage based on your alignment (Good = Positive, Neutral = Magic, Evil = Negative).
* 2. +2 Dex, Improved Dodge II - Dodge feat now grants +2 Dodge AC.
* 3. Flurry of Kara-Tur- The cooldown of your Special Attack: Flurry Strike is reduced by 1 round and the critical chance increased by +5%. Additionally, when you use Flurry Strike you gain 1 charge of Stunning Fist, if you have the ability.
* 4. +2 Dex, Improved Dodge III - Dodge feat now grants +3 Dodge AC.
* 5. Martial Flurry - Toggle this combat mode on to gain an additional +1 attack per round at the cost of -2 attack bonus to all attacks.
	+ Zen Riposte - Your passive riposte critical chance is increased by 5% and whenever you passively riposte, you have a 10% chance to gain a Stunning Fist charge, if you have the ability.
Alternate Advancement - Frenzied Berserker

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**Frenzied Berserker Class AAs:**

Extra Cleaving [Cost: 9]

* Requires feat: Frenzied Cleaving
* Your Heavy Attack now hits all targets 3 times instead of 2 times.

Frenzied Critical [Cost: 5, 2 tiers]

* Increases the critical chance of Heavy Attack by 5% per rank.

Hammer Blows [Cost: 9]

* Requires feat: Supreme Power Attack
* Gain an additional +5 Supreme Power Attack damage when using Power Attack, or +10 when using Improved Power Attack.

Warlord's Inspiration [Cost: 12]

* Requires feat: Inspire Frenzy
* Your allies now receive the full benefits of your Rage, rather than 1/2.
Alternate Advancement - Pyromancer

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**Cryomancer Class AAs**

Extended Ignition [Cost: 6]

* Requires Feat: Ignition
* Increases the duration of the fire DoT from Ignition and Brimstone Blast (all shapes) by 6 seconds (1 round).

Heighten Fire Magic [Cost: 9]

* Increase the effective spell level of fire spells by 1 for the purposes of DC and damage calculation.
* Increase the DC by 1 and the damage die to the next tier for fire invocation damage calculation.

Improved Invigorating Flame (Cost: 9]

* Requires Feat: Invigorating Flame
* Increases the chance of fire DoT damage to heal you from 10% to 15%.
Invocations and Eldritch Blast

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Eldritch Blast, Eldritch Spear, and Eldritch Chain are Ranged Touch Attacks. They will automatically crit on a 20, and on a regular hit will use your normal invocation crit chance.

**DC Calculation:**

The base DC for Eldritch Blasts is calculated as 10 + (Effective Spell Level (ESL) of the Blast Shape or Blast Type, whichever is higher) + your total Charisma mod. Invocation Focus feats are added to this (+2 per feat, just like Spell Focus feats).

The base DC for normal Invocations is 10 + (ESL of the invocation) + your total Charisma mod. Invocation Focus feats are added to this (+2 per feat, just like Spell Focus feats).

When a Warlock Scepter is equipped, it will increase the DC and damage dice of invocations by an amount equal to the scepter's Enhancement Bonus. So a +4 Warlock Scepter will increase the DC of invocations by 4, and cause those invocations do to 4 additional die of damage. Scepters are light maces, so they can be equipped in either hand, but the focus effects do not stack. Only the most recently equipped scepter will have any effect.

**Invoker Level:**

Effectively the same as Caster Level for normal spellcaster classes. A warlock's Invoker Level is calculated thusly:

* Total Warlock + Hellfire Warlock levels + (1/2 RDD levels) + (1/2 Pale Master levels)

**Eldritch Blast & Invocation Damage Calculation:**

By default, damage is calculated as 1d6 per 2 Invoker levels + 1/2 your total Spellcraft ranks. The damage die increases at the following levels:

* Invoker level 10: 1d8
* Invoker level 20: 1d10
* Invoker level 30: 1d12
* Invoker level 40+: 2d8

**Invocation List:**

Invocations that can be Empowered are marked with (E). Invocations that can be Maximized are marked with (M). Essences are not marked, just blast shapes.

Eldritch Blast (E) (M)

Least:

* Armor of Agathys (E)
* Beguiling Influence (E)
* Breath of the Night
* Concussive Blast
* Dark One's Own Luck
* Darkness
* Devil's Sight
* Eldritch Spear (E) (M)
* Deep Shadows (E)
* Frightful Blast
* Hideous Blows (E) (M)
* Leaps and Bounds (E)
* Otherworldly Whispers (E)
* See the Unseen

Lesser:

* Beshadowed Blast
* Brimstone Blast
* Charm
* Curse of Despair (E)
* Dread Seizure
* Eldritch Chain (E) (M)
* Hellrime Blast
* Stony Grasp (E) (M)
* The Dead Walk
* Voracious Dispelling
* Walk Unseen

Greater:

* Bewitching Blast
* Chilling Tentacles
* Crippling Blast
* Devour Magic
* Eldritch Cone (E) (M)
* Eldritch Line (E) (M)
* Noxious Blast
* Tenacious Plague
* Vitriolic Blast
* Wall of Perilous Flame

Dark:

* Dark Foresight (E)
* Eldritch Doom (E) (M)
* Retributive Invisibility (E) (M)
* Shocking Blast
* Utterdark Blast
* Word of Changing

Epic:

* Smiting Blast
* Vampiric Feast (E) (M)
Alternate Advancement - Assassin

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**Assassin Class AAs:**

Enhanced Poison [Cost: 6, 2 tiers]

* Increases the damage of your Apply Poison ability by +5 per level.

Execute [Cost: 12]

* Requires skill: Bluff (at least 40 base ranks)
* When you successfully Feint an enemy that is Near Death (25% health), you execute them.
Tenacious Plague

Back to Invocations and Eldritch Blast

Greater Invocation

Effective Spell Level: 6

Creates a persistent AoE on the ground. Enemies in the area or that enter the area have their movement speed reduced by 50% and take Magic damage equal to your current Eldritch Blast damage.

The AoE lasts for 1 round per total Charisma mod.
Alternate Advancement - Battlemage

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**Battlemage Class AAs**

Damage Shield Expertise [Cost: 9, 1 tier]

* Requires Feat: Enhanced Damage Shields
* Add your total Spellcraft skill to the damage of your damage shield spells. Effects the same spells as the Enhanced Damage Shields feat.

Extended Truestrike [Cost: 3, 4 tiers]

* Your Truestrike spell lasts for an additional minute per AA level.

Hastened Combat Magic [Cost: 12]

* Requires Feat: Combat Magic: Magic Missile
* Reduce the cooldown of Combat Magic procs from 3 rounds to 2 rounds. This effects all of the Combat Magic abilities.

Spellfire Riposte [Cost: 12, 1 tier]

* Requires skill: Parry (at least 40 base ranks)
* Your passive ripostes now have a chance to critical hit that is equal to your spell crit chance.
Alternate Advancement - Templar

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**Templar Class AAs**

Empowered Barrier [Cost: 9]

* Your Energy Barrier becomes 50% stronger, providing 15\*total cha mod protection (up from the default 10\*total cha mod).

Fires of Judgement [Cost: 6, 2 tiers]

* Increases the damage of Strike of Judgement by 25% per AA level.

Fires of Wrath [Cost: 6, 2 tiers]

* Increases the damage of Retribution by 50% per AA level.

Inquisitor's Resolve [Cost: 9]

* Strike of Judgement now heals you for 25% of the damage dealt.

Rush to Judgement [Cost: 6]

* Reduces the cooldown of Strike of Judgement by 1 round.
Twitter Bird

**Twitter Bird** is a humanoid version of the Twitter logo that serves as the host of the *Twitter Object Show*. Twitter Bird shares the same similarities as almost every host in any object show after the events of *Battle for BFDI*/*BFB*.

First appearing in "Slingshot Shenanigans", Twitter Bird has shown incredible abilities, such as regenerating and teleporting. They are, however, a not-so-great host, now having four contestants against them.

## Coverage

### *Twitter Object Show*

In "Slingshot Shenanigans", Twitter Bird marks their first official appearance and decides to host an object show with six contestants, with the prize being a verification for the winner's Twitter account.

He later announces the first challenge to be based around *Angry Birds*, and so the contestants will each have a slingshot to try knocking a pig's building down. Who ever accomplishes this will receive immunity.

After deciding that Vegemite wins, the ones who were not seen in action except Mountain Josh and, well, Vegemite, complain about their delay of doing the challenge. After Your Mom said that her slingshot broke, Twitter Bird said that it is not their fault it broke down, angering Your Mom and the rest.

### Appearances

* *Twitter Object Show*
	+ "Slingshot Shenanigans"

## Appearance

Twitter Bird is a poorly drawn personification of the Twitter logo. Like said logo, Twitter Bird's color looks light-blue/azure-colored, but with a thick black outline surrounding it. It also now contains lighter-colored limbs and eyes.

## Personality

Twitter Bird seems to be usually nice and kind, but they can also easily insult their contestants (like Your Mom). Due to other contestants rebelling against Twitter Bird's actions, it seems that their reputation as a host is not quite good.

## Powers and Abilities

* **Regeneration**: Like pretty much any host similar to Four and/or Two, Twitter Bird can recover deceased contestants via their hand(s), as shown with Vegemite.
* **Teleportation**: This is seen at his arrival, as he probably has teleported to whatever location *Twitter Object Show* takes place in.

## Relationships

*Main article: Twitter Bird/Relationships*

## Trivia

* Twitter Coin thinks that Twitter Bird is a government spy-drone.
* Twitter Bird was unknowingly based off of chowderhead\_'s version of the character.
* Twitter Bird is possibly genderless.
* They were the first character ever introduced for the series.

**List of Twitter Object Show characters****List of Help Hotline characters****List of Super Epic Xtravagansa characters**
Guardian

Back to Class Changes

**Guardian Prestige Class**

Holy warriors or wish to specialize in healing and supporting allies while keeping the pressure on their enemies often go the route of the Guardian. These highly disciplined divine combatants can create Symbols on the battlefield that heal themselves and their allies and can have additional buff effects for allies or hindering effects for their enemies. Veteran Guardians can release bursts of cleansing flame at their opponents during combat.

* Hit Die: d10
* Proficiencies: None
* Skill Points: 2 + Int Mod
* Base Attack Bonus: Full (4/4)
* Strong Save: Fort

Note that the Guardian PRC only has five levels.

**Requirements:**

* Alignment: Good only.
* Feats: Turn Undead, Spell Like Ability: Cure Light Wounds, any Special Attack.
* Skills: Discipline 4 ranks, Heal 7 ranks.

**Class Skills:**

* Alchemy
* Concentration
* Craft Weapon
* Craft Armor
* Craft Trap
* Discipline
* Heal
* Intimidate
* Leadership
* Lore
* Parry
* Persuade
* Spellcraft
* Taunt
* Tumble

**Spellcasting:**

* One half of Guardian level is added to your divine caster level (rounded down).
* Guardian does not learn new spells, but every other Guardian level you gain new spell slots as if you had leveled your highest divine casting class.

**Feats:**

* Level 1: Divine Symbols: When you use a Special Attack, you expend a use of Turn Undead to create a Symbol on the ground that heals allies in the radius and has additional effects on allies/enemies specific to each Symbol type. Every Symbol heals you and allies in their radius for (your total Heal skill + Cha mod) per pulse. Symbols pulse on impact and once again after 6 seconds. The type of Symbol that appears depends on the Special Attack used:
	+ -Heavy Attack: Symbol of Protection - Grants 33% resistance to physical damage to allies in the radius. Centered on you.
	+ -Flurry Strike: Symbol of Weakness - Inflicts 33% vulnerability to physical damage to enemies in the radius. Centered on your current attack target.
	+ -Shield Bash: Symbol of Retribution - Grants a positive energy damage shield to allies in the radius equal to (your total Discipline skill + Cha mod). Centered on you.
	+ -Snipe: Symbol of Light - Root enemies in place within the radius. Centered on your current attack target.

* Level 2: +2 Charisma
* Level 3: Purifying Flames: Every 5th attack a burst of holy fire scorches your current attack target for (your total Discipline skill + Cha mod) positive energy damage
* Level 4: +2 Charisma
* Level 5: Symbols of Wrath: All symbols damage enemies in their radius for (your total Discipline skill + Cha mod) positive energy damage.
Agmar's Aantioch NWN:EE Wiki

**Welcome to the Agmar's Aantioch NWN:EE Wiki!**
Agmar's Aantioch PW module for Neverwinter Nights: Enhanced Edition is based on the Aantioch PW module by DM McDaggart.

This is a hack'n'slash ARPG module. The main design goal is to extend the "life" of character builds well beyond level 40 so that XP never goes to waste (or it takes much longer for you to get to that point) with millions of XP worth of character growth still possible AFTER you've hit 40 via the Alternate Advancement (AA) system, thus leading to many fun (hopefully!) hours of mindlessly killing mobs for fun and profit.

I take heavy inspiration from EverQuest (which I grew up with and played for over a decade) for the AA system and high end content design. Think few but tough high-hp mobs rather than groups of weak trash mobs.

This module requires CEP 2.65 as well as several custom haks. It is not currently publicly available, but I plan to release it at some point.

While designed as a PW module, you can certainly play it in single player if you wish.

If you're going to play it as a single player module, for best experience, I would advise you still host it for yourself locally on a dedicated server and connect to that via the client to play it as a single-player PW server. You can run the server and client on the same machine and make it private. This is how I've tested it for well over a decade at this point.

If you forego the dedicated server and run it as a single-player module instead, be warned: I haven't tested it that way very extensively and I'm not sure how some of the persistence systems will work in that mode. Might be completely fine, might not be. You've been warned! Use the dedicated server method! :)

## Important articles

Change Log

Account Unlocks

Alternate Advancement (post-40 progression)

Augments

Class Changes

Cohorts (customizable henchmen)

Crafting

Customization

Feat Changes

Invocations and Eldritch Blast

Mounts

Perks

Race Changes

Skill Changes

Specialization Amulets

Spell Changes

Weapon Changes

*Need help building out this community?*

* Rules of this wiki
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Alternate Advancement - Weapon Master

Back to Alternate Advancement

**Weapon Master Class AAs:**

Ki Riposte [Cost: 9, 2 tiers]

* Required Skill: Parry (at least 40 base ranks)
* Increase the critical chance of passive ripostes by +5% per AA level.

Ki Special Attacks [Cost: 9]

* Requires feat: Any Special Attack Doubles the base crit chance of all Special Attacks. This stacks additively with other such bonuses

Ki Surge [Cost: 5]

* When you successfully demoralize an opponent, you restore one Ki Critical use. This stacks with similar benefits from items

Press the Attack [Cost: 12]

* When you successfully demoralize an opponent, you gain a magic damage bonus to your physical attacks for 4 seconds equal to half your total intimidate skill (max 50).

Riposte Multiplier [Cost: 12]

* Required Skill: Parry (at least 40 base ranks)
* Increase the critical multiplier of passive ripostes from x2 to x3.

Special Attack Multiplier [Cost: 6]

* Requires feat: Any Special Attack
* Increase the critical multiplier of any Special Attack by +1. x2 becomes x3, x3 becomes x4, etc.
Help Hotline Season 1

***Help Hotline*** is the first and is currently the only season of *Help Hotline*, first premiering on February 1st, 2023 with "Loneliest Planet", and is made by Lilac's Drawings.

## Characters

*Main article: List of Help Hotline characters*

* Roz
* Milo
* Pence
* Lonely Planet

## Credits

### Background artists

* Lilac
* KmixDisconnect

### Props & Assets

* Lilac
* ChiselTip
* Dominomomento

### Voice Actors

* Lilac - Fru
* OreoCwookie - Roz
* Gappyshamp - The Boss
* Xander - Pence
* JenningsAYU - Milo
* Sttanish - Lonely Planet
* Coke Coporation Machka - Planet #2

### Background Music

* KmixDisconnect
* Lilac
* BFB Ost - Cool Mote

### Credits Music

* Olivia C.
* "LiviCiabattery"

### Special Thanks

* Libby
* Olim
* Ranchy
* Logan
* Gappy
* Dan
* Ethan
* Chelle
* Jho
* Jess
* Axo
* Ramblin

## Episodes

*Main article: List of Help Hotline episodes*

## External links

* ***Help Hotline* on YouTube**

* *Twitter Object Show*
* *Help Hotline*
Alternate Advancement - Shadowdancer

Back to Alternate Advancement

**Shadowdancer Class AAs:**

Hastened Shadow Evade [Cost: 3, 5 tiers]

* Requires feat: Shadow Evade.
* Reduces the cooldown of Shadow Evade by 1 round per level.

Shadow Phase [Cost: 6]

* Requires skill: Hide and Move Silently (at least 40 base ranks)
* When you use Feint, you phase into the plane of shadow for 2 seconds, gaining 100% concealment. This happens whether your target makes their save or not.
Armor of Agathys

Back to Invocations and Eldritch Blast

Least Invocation

Effective Spell Level: 2

Gain 5 + (Invoker Level) Temporary HP.

Gain 5 + (Invoker Level) cold Damage Shield.

Lasts for 24 hours or until the THP is used up.

The tHP and damage calculation improves at the following invoker levels:

* 10: 5+(2\*Invoker Level)
* 20: 5+(3\*Invoker Level)
* 30: 5+(4\*Invoker Level)
* 40+: 5+(5\*Invoker Level)
Alternate Advancement - Beastlord

Back to Alternate Advancement

**Beastlord Class AAs**

Companion's Critical Range [Cost: 12]

* Requires feat: Call the Pack
* Your animal companions gain +2 to their critical threat range.
* After obtaining this ability, you must resummon any active animal companions for them to gain the feat.

Companion's Critical Multiplier [Cost: 9]

* Requires feat: Call the Pack
* Your animal companions' critical multiplier increases from x2 to x3.
* After obtaining this ability, you must resummon any active animal companions for them to gain the feat.

Companion's Evasion [Cost: 6, 2 tiers]

* Requires feat: Call the Pack
* You train your animal companions to be able to evade certain threats. They gain Evasion on the first AA level or Improved Evasion on the second level.
* After obtaining this ability, you must resummon any active animal companions for them to gain the feat.

Companion's Sneak Attack [Cost: 3, 5 tiers]

* Requires feat: Call the Pack
* Your animal companions gain +1d6 sneak attack per AA level.
* After obtaining this ability, you must resummon any active animal companions for them to gain the feat.

Companion's Toughness [Cost: 2, 10 tiers]

* Requires feat: Call the Pack
* Your animal companions gain a level of Epic Toughness (+20 hp) per AA level.
* After obtaining this ability, you must resummon any active animal companions for them to gain the feat.

Feral Agility [Cost: 6, 3 tiers]

* You gain +1 Reflex Save and +1 Dodge AC per AA level.

Wildshape Mending [Cost: 6]

* Requires feat: Mass Mend Companion
* While you are under a polymorph effect (from a Wildshape ability or a Polymorph spell, for example), Mass Mend Companion will also effect you.
Alternate Advancement - Blackguard

Back to Alternate Advancement

**Blackguard Class AAs:**

Abyssal Endurance [Cost: 9]

* Requires feat: Divine Shield
* Divine Shield now increases your Regeneration by an amount equal to your Cha mod every 3 seconds.

Abyssal Fury [Cost: 15]

* Requires feat: Divine Might
* Your Divine Might now also increases your Attacks Per Round by 1. In addition, your Divine Might is now applied to all of your henchmen/summons.
* Special: Note that there is a hard cap of +5 Attacks Per Round (not including Haste or combat modes like Rapid Shot or Flurry of Blows).

Abyssal Steed [Cost: 6]

* Requires feat: Toggle Unholy Steed
* Replaces your Unholy Steed with an Abyssal Steed. The bonuses for riding the mount increase from +2 AB/+2 AC to +4 AB/+4 AC.

Bond of the Grave [Cost: 9]

* Requires feat: Blackguard Create Undead
* When you create your skeleton, you both gain +5 Cold Damage Bonus and +50 Cold Damage Shield. The effect will last until you dismiss the skeleton, rest, or it is killed.

Bond of the Abyss [Cost: 9]

* Requires feat: Blackguard Summon Fiend
* When you summon your fiend, you both gain +5 Negative Energy Damage Bonus and +50 Negative Energy Damage Shield. The effect will last until you dismiss the fiend, rest, or it is killed.
* Special: If you have the Epic Summon Fiend feat, the effects are doubled to +10 Negative Energy Damage and +100 Negative Energy Damage Shield.

Enhanced Poison [Cost: 6, 2 tiers]

* Increases the damage of your Apply Poison ability by +5 per level.
Alternate Advancement - Force Mage

Back to Alternate Advancement

**Force Mage Class AAs**

Force Critical [Cost: 6, 1 tier]

* Add twice your Force Mage class level to your spell crit chance for magic missile type spells instead of 1x your class level.

Forceful Impacts [Cost: 6, 1 tier]

* Requires Feat: Kinetic Impactors
* Increase the knockdown duration from Kinetic Impactors from 1 second to 2 seconds.

Heighten Force Magic [Cost: 9, 1 tier]

* Increase the effective spell level of magic missile type spells by 1 for the purposes of damage calculation.

Hardened Shield [Cost: 4, 3 tiers]

* Requires Feat: Greater Shield
* Increases the Deflection AC bonus of your Shield spell by an additional +2 per AA leve

Missile Barrage [Cost: 3, 3 tiers]

* Increases the maximum number of targets your magic missile type spells can hit by +1 per AA level.
Alternate Advancement - Bard

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**Bard Class AAs:**

Advanced Perform [Cost: 3, 5 tiers]

* You gain 4 ranks of skill in Perform per level.

Concussive Bass [Cost: 9, 2 tiers]

* Your Bard Song makes you and your allies' weapons impact with booming force, increasing the sonic damage bonus by +4 per AA level.
* This ability has no effect on Curse Song.

Discordant Weapon [Cost: 4, 2 tiers]

* Requires spell: Deafening Clang.
* Upgrades the damage of your Deafening Clang weapon enchantment by +3 per AA level.

Feedback [Cost: 5, 3 tiers]

* Requires spell: Wounding Whispers.
* Empowers the damage of your Wounding Whispers spell by +20 per AA level.

Standing Wave [Cost: 12]

* Requires feat: Curse Song.
* Your Curse Song generates a destructive standing wave in creatures that take damage from it. Whatever damage they initially take from Curse Song they will continue to take, every round, until the curse ends or they die.
* This ability has no effect on Bard Song.

The Song That Never Ends [Cost 6]

* Requires feats: Lingering Song, Lasting Inspiration.
* Your Bard Song is now permanent until rest or death.
* This ability has no effect on Curse Song.

Voice Projection [Cost: 5, 3 tiers]

* Increases the radius of your Bard Song and Curse Song by 2 meters per AA level from a default of 10 meters.
Devour Magic

Back to Invocations and Eldritch Blast

Greater Invocation

Effective Spell Level: 6

You create a Dispel Magic effect, like the spell. There is no invoker level cap for the opposed check. Like Dispel Magic, you can target a single creature to attempt to remove all of their effects, or target the ground to remove an effect from all creatures in a Large radius.
Assassin

Back to Class Changes

**Assassin Class Changes**

**Design Philosophy:**

The goal of the changes to this class were to really lean into the Death Attack class feature and ensure the class scales well into high level play within this module. Any sneak-attack based build in this module would do well to invest heavily into the Bluff skill for Feint, and use it liberally. At lower levels when it doesn't last long, timing the Feint to JUST BEFORE your character's next attack is key to effective gameplay. As usual, investment in Hide and Move Silently helps a lot here, as well. Certain items and Alternate Advancement abilities will greatly increase the power and utility of both Feint and stealth in general, making sneak-attack builds not just viable, but extremely effective even in high level play, grouped OR solo.

Assassins in particular, just like in vanilla, really require full investment to be effective with their Death Attack paralyze. If you want that ability to be good, try to take all 30 Assassin levels. Every level you don't take is less DC on the ability, making it less effective.

Note (as of 8/21/2021) that some major changes to this class are likely on the way, to remove the ugly-but-currently-necessary INT scaling and replace the Death Attack paralyze with something not-hardcoded. It it works out like I hope, it will give me MUCH for ability to scale and alter that ability and greatly improve the class overall.

**Requirements:**

* Alignment: Any Evil
* Skills: Hide 8, Move Silently 8

**Class Stat Bonuses:**

* To allow the Death Attack paralyze ability to scale better into high end, Assassins now gain +2 Intelligence at level 3 and every 3 class levels thereafter (6, 9, 12, 15, 18, 21, 24, 27, 30).
	+ To mitigate the extreme amount of skill points this results in, the base skill points per level for Assassin is reduced to 0.

**Class Skill Changes:**

* Added: Alchemy
* Added: Leadership

**Feat Changes:**

* Use Poison: On use, this ability grants +1 poison damage per Int mod for 24 hours
	+ Use Poison is a free action (instant cast)
* Gains Hide in Plain Sight at level 8
* Epic Bonus Feat list greatly expanded, including Great Dexterity, Great Strength, and Great Intelligence
Utterdark Blast

Back to Invocations and Eldritch Blast

Dark Invocation

Effective Spell Level: 8

Alters your Eldritch Blast to do Negative Energy damage. Targets have 2 levels drained if they fail a Fort save vs. Negative Energy.

Blast modifiers are instant toggles and last until turned off or another blast modifier is turned on.
Alternate Advancement - Stalwart Defender

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**Stalwart Defender Class AAs:**

Enraging Bash [Cost: 6]

* Requires skill: Taunt (at least 40 base ranks)
* Requires a shield to use.
* When you use Area Taunt, bash your current melee target with your shield, doing your Stalwart Defender level \* your shield's total AC (base + enhancement bonus) + your Strength mod + your total Taunt skill in damage. This attack has a crit profile of 18-20/x3.

Hastened Defensive Stance [Cost: 4]

* Reduces the cooldown of Defensive Stance by 1 round.

Improved Defensive Stance [Cost: 9, 4 tiers]

* You gain an additional +2 Strength and +2 Constitution per AA level while using Defensive Stance.

Spiked Armor [Cost: 3, 4 tiers]

* Attach spikes to your armor that do 25 piercing damage per AA level to enemies that strike you in melee.
Alternate Advancement - Cohort Improvements

Back to Alternate Advancement

These abilities improve cohorts (henchmen summoned from contract items). Bonuses are applied when you summon the cohort. Existing cohorts will need to be dismissed and resummoned to gain any purchased benefits.

Combat Endurance [Cost: 2, 3 tiers]

* Requires skill: Leadership (at least 40 base ranks)
* Improves the speed of your cohorts' leadership bonus regeneration by 1 second per rank.

Defensive Training [Cost: 2, 3 tiers]

* Improves your cohorts' dodge AC by +1 per AA level.

Enhanced Body [Cost: 6, 2 tiers]

* Your cohorts gain +2 enhancement bonus to STR, DEX, and CON per AA level.

Enhanced Mind [Cost: 6, 2 tiers]

* Your cohorts gain +2 enhancement bonus to WIS, INT, and CHA per AA level.

Fortification [Cost: 5, 2 tiers]

* Your cohorts gain +5% immunity per AA level to all forms of damage except divine. This stacks with other sources of immunity percentage.

Magic Training [Cost: 4, 5 tiers]

* Your cohorts gain +4 ranks in Concentration, Heal, and Spellcraft per AA level.

Offensive Training [Cost: 2, 3 tiers]

* Improves your cohorts' attack rating by +1 per AA level.

Resistance [Cost: 2, 5 tiers]

* Improves all of your cohorts' saving throws by +1 per AA level.

Swiftness [Cost: 4, 3 tiers]

* Improves your cohorts' movement speed by +10% per AA level.
Alternate Advancement - Dervish

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**Dervish Class AAs**

Agility of Kara-Tur [Cost: 4, 3 tiers]

* You gain +1 Reflex Save and +1 Dodge AC per AA level.

Flurry Chain [Cost: 6, 2 tiers]

* Your Special Attack: Flurry Strike hits one more time per AA level.

Flurry Critical [Cost: 5, 2 tiers]

* Your Special Attack: Flurry Strike gains +5% crit chance per AA level.

Stunning Burst [Cost: 9]

* Requires Feat: Stunning Fist
* Doubles your effective Dervish class level for calculating the damage bonus to Stunning Fist.

Zen Strike [Cost: 12]

* Requires Feat: Martial Flurry
* While Martial Flurry is activated, you strike with such speed that it creates shockwaves on your unfortunate target. You deal +10 sonic damage with Martial Flurry activated.
* This stacks with similar bonuses from other sources.