NWKnights-a NWN1 PVP Mod

Off-Topic Community Conversations and Discussions

Moderators: Moderator, DM

Post Reply
User avatar
Touri
Posts: 1104
Joined: Tue Aug 10, 2010 1:43 pm
Location: GMT +1

NWKnights-a NWN1 PVP Mod

Unread post by Touri »

Hello all,

this is what I have done the most time during my studies after quiting from Counter Strike ;) . Unfortunatly I didn't get a title for it. I still would play KWK with one of my 50 or more chars/builds if the server would be online right now. It was the greatest team pvp experience I ever had and probably the most funniest thing I ever played. Some fights took hours if both teams were skilled and balanced. You locked out, went for walk had a meal and returned to notice that your loosing team now fights at the enemy gate to get out that f........ last Flag to win the battle. Oh that was fun, I can tell you.




That was how it worked....


and how it was balanced for pvp, because D&D 3.5 never was made for a pvp.
Hidden: show
==============
Death Spells:
==============

Death spells currently do not work on *humanoid players* in NWKnights, all players are supplied with equipment which grants immunity to them. Note that these spells still works on companions and shapechanged players.

=====================
Environmental Spells:
=====================

Duration: (1 Round)+(CasterLevel/10)

These Include all Area spells that have durarion.

=============================
Stun, Fear and Slow Spells:
=============================

1) Duration:

* Spell Level 1-3: 1 Round
* Spell Level 4-6: 2 Rounds
* Spell Level 7-9: 3 Rounds

2) Spells with no saves, now have will saves with +5 DC modifier

=========================
Weapon Buffing Spells:
=========================

Duration: (1 Round)+(CasterLevel)/4 Rounds

These include all spells cast on weapons.
(with the exception of "Blackstaff")

==============================================
These spells last Rounds instead of Turns:
==============================================

>Invisibility
>Invisibility Sphere
>Improved Invisibility
>ShapeChange
>Polymorph Self

==============================================
These spells have special duration changes:
==============================================

>Expeditious Retreat: 1+(Level/4) Rounds
>Mass+Haste: 1+(Level/4) Rounds
>Greater+Sanctuary: 1+(Level/5) Rounds
>Storm of Vengeance: 1+(Level/5) Rounds
>Sunburst: 3 Rounds

=====================================
These spells have specific changes:
=====================================

>AcidSheath & ElementShield: Wont stack
>Bigby's Interposing Hand: duration reduced to 30 sec
>Blade Barrier: Dam = (CasterLevel)x1d4
>Divine favour : clerics get only +1 AB and damage
>Divine power grant's no bonus attack per round
>Drown : Maximim Damage = 80
>Ethereal Visage: demage reduction 10/+3
>Evards Black Tentacle: number of minimum targets == 4
>Expeditious Retreat: +50% movement
>Full Heal Spells: HP = (CasterLevel)x5
>All Heal Spells: Break Invisibility
>Greater+Sanctuary: Effect removed on spell cast attemp
>Harm: Maximum Damage = 50
>Improved Invisiblity: Only concealment, doesn't stack with empty body
>Invisibility Sphere: Works like 'Mass Invisibility' instead of moveable sphere
>Isaac's GMS: 1d6 with 15 missiles max
>Knock: 30 Damage to Gates / effective radius 10m
>Mage Armor: Wont work with Expertise
>Mass+Haste: Applies to movement alone
>Slow: Applies to movement alone
>Mestil's Acid Sheath: Dam= 1d6+1x(Level)
>Resurrection: HP = (CasterLevel)x5
>True Seeing: +10 Listen+Spot and See Invisibility
>Time Stop: 10 seconds/10 meter radius
>Undeath's Eternal Foe does not stack
>Greater Shadow Conjunction - web is disabled due to a NWN Bug

----------------------------------------------------
Archer Cloak
---------------------------------------------------
Dexterity+4
Spot +5
Listen +5
Spell: Cat's Grace x2

One type of special arrows:
Dismissal Arrows (10)
Doom Arrows (10)
Dispel Arrows (10)
Sniper Arrows (5)

--------------------------------------------------
Defense Cloak
--------------------------------------------------
Constitution +5
Bonus Feat: Dodge
Spell: Stoneskin x2

--------------------------------------------------
Healer Cloak
--------------------------------------------------
Regeneration 4 hp/round
Heal +10
Spell: Healing Circle x1

--------------------------------------------------
Element Resistance Cloak
--------------------------------------------------
One type of cloak:
Damage Immunity Electricity 75%
Damage Immunity Ice 75%
Damage Immunity Fire 75%
Damage Immunity Acid 75%

+Spell: Energy Buffer x2

--------------------------------------------------
Sound Mind Cloak
--------------------------------------------------
Immunity: Fear
Immunity: Mind Affecting spells
Immunity: Paralysis
Immunity: Great Thunderclap
Spell: Lesser Mind Blank x2

--------------------------------------------------
Offense Cloak
--------------------------------------------------
Strength +5
Spell: Bull's Strength x2

--------------------------------------------------
Mage Cloak
--------------------------------------------------
Intelligence +1
Charisma +1
Concentration +8
Spellcraft +8
Perform +9

--------------------------------------------------
Spell Resistance Cloak
--------------------------------------------------
Immunity: Level/Ability Drain
Spell Resistance: 20
Spell: Silence x2

---------------------------------------------------
Scout Cloak
---------------------------------------------------
Listen +10
Spot +10
Spell: Freedom of Movement x1
Spell: See Invisibility x2

---------------------------------------------------
Spy Cloak
---------------------------------------------------
Hide +17
Move silently +17
Open Locks +10
Spell: Darkness x2

---------------------------------------------------
Dispel Cloak
---------------------------------------------------
Spell: Dismissal x2
Spell: Greater Dispelling x2

Dispel Wand:
Spell: Mordenkainen's Disjunction x2

==============================
Armor
==============================

>Regular Armors: AC +5

>Clothes: AC +3
+Skill Parry: +5
+Skill Disable Traps: +5
+Skill Set Traps: +5
+Pick Pockets: +5

>Mage Robe: AC +3
+Bard Spell Slot: Level 1
+Wizard Spell Slot: Level 1
+Sorcerer Spell Slot: Level 1
+Skill Concentration: +4
+Skill: Spell Craft +5

>ChainMail: Damage Resistance: Slash 5/-
>HalfPlate: Damage Resistance: Bludg 5/-
>Leather: Damage Resistance Pierc 5/-
>Chain Shirt: Dexterity +2
>SplintMail: Dexterity +2
>Padded: Dexterity +2
>Shields: AC +4 (Not stacking with RDD/Song AC)

===================================
Restrictions
===================================
- Palemaster can not select heavy armor

==================================
NWKnights Default Equipment:
==================================
NWKnights Belt:
---------------------
>AC +4 (+2 with Expertise, 0 with Imp-Exp)
>Constitution +4 (+5 with expertise)
>Save vs Mind Effecting: +3
>Skill Discipline: +12
----------------------
NWKnights Boots:
----------------------
>Immunity: Death Magic
>Save Universal: +5
>Skill Discipline: +5
================================
Class/Race Special Rings & Amulets:
================================
Half-Elf Ring:
------------------
>Dex +1
>Con -1
>All Skills +1
---------------------------------
Legacy Warriors Amulet:
---------------------------------
(Barbarian/Fighter/Ranger)
(Level 15 & No expension levels)
>AC +2
>Str +2
>Con +2


============================
Weapons
============================

Weapons are distributed by alignment, Evil and Good will recieve specific alignment weapons, Neutral will recieve default faction weapons.
-------------------------
Evil/Good Weapons:
-------------------------
>Damage: 1d6 (Type Dam)
>Damage vs Good/Evil: 1D10 (Type Dam)
>Enhancement: +1
>Enhancement vs Good: +2
>Range/Throw : EB vs Good/Evil: +2
>Range: Damage 1d4 (Type Dam)
>Range: Damage vs G/E 1d8 (TD)
(Enhancements do not Stack)
---------------------
Neutral Weapons:
----------------------
>Damage: 1d6 (Type Dam)
>Damage vs Neutral: 1D10 (Type Dam)
>Attack Bonus: +1
>Attack Bonus vs Neutral: +2
>Range/Throw : AB vs Neutral: +2
>Range: Damage 1d4 (Type Dam)
>Range: Damage vs Neutral 1d8 (TD)
(Attack Bonuses do not Stack)
----------
General:
----------
>CrossBows: +5 Might
>Bard Staff: +Spell Slot: Levels 0-6
>Wizard Staff: +Spell Slot: Levels 0-8
>Sorcerer Staff: +Spell Slot: Levels 0-8

===================================
Restrictions
===================================
- Monks can not select Bows and Crossbows
Kind regards

Touri
User avatar
taylorstar
Posts: 118
Joined: Thu Dec 15, 2011 2:36 pm

Re: NWKnights-a NWN1 PVP Mod

Unread post by taylorstar »

I used to play on this server!

I stopped playing in favour of RP servers but I remember it raising the level cap from 12 - 20 and I stopped being interested in it. Despite that I still have good memories.
I play Medune I think? maybe? probably? I'm not really certain.
Also Rafio priest of Silverbeard
And Jenny Jango in a party near you, and your buying the ale! *wink*
User avatar
Young Werther
Posts: 863
Joined: Sat Sep 14, 2013 8:42 pm
Location: Azkaban

Re: NWKnights-a NWN1 PVP Mod

Unread post by Young Werther »

I used to love me some nwn1 PvP. Bard/RDD/WM was one build I had going haha.
Lockonnow wrote:greatest fear like the movie Hellraiser they show you what you most fear and take a Image of IT
User avatar
Aspect of Sorrow
Custom Content
Posts: 2633
Joined: Fri Mar 28, 2014 7:11 pm
Location: Reliquary

Re: NWKnights-a NWN1 PVP Mod

Unread post by Aspect of Sorrow »

Mmm, them monk pm wiz builds for all the broken AC/DR mixtures.
Post Reply

Return to “Community”