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https://owlcatgames.com/forums/showthread.php?6204-quot-Varnhold-s-Lot-quot-New-Class-Features-List&p=39033#post39033

"Varnhold's Lot" New Class Features List
By popular demand, here's a full list of new class features that the "Varnhold's Lot" DLC adds to the game! We're sorry we didn't tell you of this content earlier or more clearly - we've completely forgotten to mention this in the DLCs description. We've updated the info on Steam and elsewhere, and we'll try to do better in the future.

The reasoning behind adding new mechanics to the DLC was simple: many Kickstarter backers, as well as those who've pre-ordered the Imperial Edition, have payed for their Season Passes without knowing what content the DLCs will bring. Since a lot of them are mainly interested in the gameplay and mechanics, delivering a full-price DLC that only adds story content (and in a separate, cut-off campaign at that) would be rather unfair to them. These mechanical bonuses are meant to give gameplay-oriented backers what they paid for - new, extra content they can enjoy.


Fighter

Armed Bravery
The fighter applies his bonus from bravery to all Will saving throws.

Combat Maneuver Defense
When the fighter is wielding weapons from the associated weapon group, his weapon training bonus applies to his CMD against all combat maneuvers attempted against him.

Effortless Dual-Wielding
The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.

Fighter’s Reflexes
The fighter applies his weapon training bonus to Reflex saving throws.

Fighter’s Tactics
All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.

Trained Initiative
As long as he is wielding a weapon from the associated weapon, the fighter applies his weapon training bonus to initiative checks.


Magus

Empowered Magic
The magus can cast three spell per day as if those spells were modified by the Empower Spell feat.
Prerequisite: Magus 6

Maximized Magic
The magus can cast three spell per day as if those spells were modified by the Maximize Spell feat.
Prerequisite: Magus 12

Quickened Magic
The magus can cast three spell per day as if those spells were modified by the Quicken Spell feat.
Prerequisite: Magus 15

Extended Magic
The magus can cast three spell per day as if those spells modified by the Quicken Spell feat.

Reach Magic
The magus can cast three spell per day as if those spells modified by the Quicken Spell feat.


Alchemist

Extend Potion
Any potion that alchemist drinks functions at twice its normal duration, as if affected by an Extend Spell metamagic feat.

Enhance Potion
Any potion that alchemist drinks functions at a caster level equal to his class level.

Feral Wings
Under the effects of mutagen the alchemist gains bat-like wings that give him a +3 dodge bonus to AC against melee attacks and immunity to the effects of difficult terrain.
Prerequisite: Alchemist 6

Nauseating Flesh
The alchemist’s body is suffused with poison. Any creature that bites the alchemist must make a Fortitude saving throw or be nauseated for 1d4 rounds.
Prerequisite: Alchemist 12


Rogue

Blinding Strike
A rogue who selects this talent gains Blinding Critical as a bonus feat, even if she doesn’t meet the prerequisites.
Prerequisite: 15th level

Familiar
A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature.
Prerequisite: Advanced talents, major magic talent, minor magic talent

Terrain Mastery
A rogue with this talent gains a favored terrain, as the ranger class feature of the same name, but the bonus does not increase with her level. A rogue can take this ability multiple times, each time applying it to a new terrain.
Post edited March 23, 2019 by ithildur
tbh, only useful thing there is alchemists wings and maybe heightened pots. Fighters suck at DW anyway, magus stuff is useless, and rogue stuff is irrelevant.
Does this work into old saves as well?
Like I have 20 hours or so playtime, would these class skills be available if I bought the DLC and installed it, in this save?
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superstande: Does this work into old saves as well?
Like I have 20 hours or so playtime, would these class skills be available if I bought the DLC and installed it, in this save?
so long as you have DLC and got a new level - sure.
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InEffect: so long as you have DLC and got a new level - sure.
Thank you!
I almost wasn't expecting it to work :)