Coming Soon: Announcement Thread (2021)

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Rad-Icarus
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Coming Soon: Announcement Thread (2021)

Unread post by Rad-Icarus »

Coming to the next update:

A brand new two floor dungeon complex under the high moor.

This a CR 12-13 area meaning it's ideal for high teens party. The theme is something like an abandoned water temple with a cavernous sewer below.

Ideal for a party of three or four levels 15-18 There is a boss, but that boss is subject to change.
All new enemies.

Also:
Tweaked the Winding Waters shop interior, and added a few RP clothing items.
Added a tax office to the Eastern Farms, replaced the old tower.
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Ariella
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Mudd's is moving

Unread post by Ariella »

A relatively small change due to the server split. All Mudd's located on the north side or Underdark have been relocated to indoor locations. That's Soubar, Rockrun, Sshamath and mist lake. The location of their new interior entrance has been kept roughly the same with map markers in case you can't find them. At this stage Rockrun, Sshamath and Mist Lake share an interior and as such it will be possible to use Mudds as a form of quick travel for all you underdark players. This might be subject to change in the future.
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Ariella
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Bag Test

Unread post by Ariella »

Hello Everyone!

One of the many things I have wanted to see in BG are bags of holding and we are right around the corner of that being a possibility. However before they can be added we need to run a stress test to ensure that their addition will not effect the stability of the server.

To this end I will be adding a special "Testing Bag" that will have a 100% weight reduction to the starting store in the nexus. If you wish to help in this test all you need to do is grab this bag, fill it full of junk and open it every now and again. Report in this thread or to me in PM any lag experienced or delays in load time of excess.

Do not however put anything important in the bag. The bag will be removed from your inventory along with everything in it at the end of the test.

I will post here again once the bag is live and testing starts!.

Sincerely,

Ariella
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Guild Hall Skill Modifiers

Unread post by Ariella »

Hello everyone!

All modifiers previously applied to guild hall locations have been removed. These modifiers are not allowed and in the future will fall under the "Guild Hall "Easter Eggs" and Hidden Scripts" ruling. I am aware a number of guilds in the past have had these modifiers, as such no one will be punished for their addition up until this point.

It's important to remember that Guild halls are not intended to be indestructible fortresses, they are intended to be RP hubs for groups. There are server rules in place for infiltration that should be followed. People failing to follow these rules should be reported to the DM team.

Sincerely,

Ariella
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Sorcerer Changes

Unread post by Ariella »

Hello all!

Next update the sorcerer class will gain diplomacy and intimdate as class skills. In addition they will gain one extra spell of each level, you will need to either level up or RCR to gain the effects of these changes.

Level 8 - one extra 1st level spell
level 12 - one extra 2nd level spell
level 12 - one extra 3rd level spell
Level 14 - one extra 4th level spell
level 16 - one extra 5th level spell
Level 16 - one extra 6th level spell
Level 18 - one extra 7th level spell
Level 20 - one extra 8th level spell
level 20 - one extra 9th level spell

If you don't want to RcR you won't have to. You just won't receive the benefit.
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Rhifox
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Coming Soon: Shortspears and Polearm Reach (Split 1.0)

Unread post by Rhifox »

Hello!

In a coming update, we'll be making a few changes to polearms. First off, all polearms except the scythe and magic staff will be getting increased range. Spear reach will be increasing to twice the current range while Halberds and Quarterstaves will receive a slightly shorter increase. That is 3.0 for spears and 2.4 for Halberds and Quarterstaves.

In addition, we will be implementing shortspears. Shortspears are 1d6 x3 one-handed weapons, with a standard melee weapon range of 1.5. They are mechanically classed as Tiny in order to have them use the proper animation set. This also means both medium- and small-sized races are able to use them one-handed. Shortspears cannot be finessed.
Shortspear Stat Card

Base Damage: 1d6
Base Critical Threat: x3
Base Damage Type: Piercing
Feats Required: Simple, Druid, or Spirit Shaman
Shortspears count as stormlord weapons. Duelist abilities that affect piercing weapons do work with shortspears. Shortspears, despite being technically Tiny weapons, cannot be finessed, due to hardcoding. Because shortspears are not meant to be a small weapon for the purpose of dual-wielding, shortspears are set as main hand weapons only: You can only ever use one shortspear at a time. They can still be dual-wielded with other weapons, though, and you can still do Big Spear + Shortspear with Monkey Grip. This may be looked at later, but I want to start conservatively.

Shortspears are actually two weapon types in one. Javelins are also available. Javelins have the same stats as normal shortspears, but also include a throw javelin property. Javelins come in quivers of 6, and one javelin is spent with every throw (6 charges, 1 charge per use). A javelin throw is a ranged touch attack that scales in damage based off of the character's BAB. Javelin throws have a Reflex save for half and use either the character's Dex modifier or their Strength modifier (if they have Brutal Throw).

Javelins may one day be edited to use proper attack rolls, like Shield Bash does. Ranged Touch Attack version is a placeholder for now.
Javelin Attack

Damage: 2d8, +2d8 per the number of attacks a character has (2d8 at BAB0, 4d8 at BAB6, 6d8 at BAB11, 8d8 at BAB16, 10d8 at BAB21, 12d8 at BAB26).

Reflex Save: DC 15 + Dex mod (or 15+Str mod if PC has Brutal Throw). The DC increases by one point at BAB 23, 26, and 29.
All levels of shortspears have been added to most weapon stores on the server. There is also around 7-10 unique shortspears, with around 3 of them being loot exclusive.

All of this will be going in on the next update.

[Edit] Updated information to account for development changes.
Last edited by Rhifox on Sat Jul 10, 2021 8:08 am, edited 9 times in total.
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Coming Soon: Spell Additions/Changes (Split 1.0)

Unread post by Rhifox »

Coming with the server split:

Changes
Launch Stone
Launch Stone no longer checks SR, updated vfx.

Launch Bolt
Launch Bolt no longer checks SR, updated vfx. Launch Bolt also now scales with caster level every five levels up to 8d8 at CL15.

Commune with Nature
Description fixed to say it is Divination, not Transmutation. Commune with Nature now gives +8 bonus to Lore Nature and Lore Geography as well as the +8 it already gave to Survival, to keep it in line with similar divination spells Legend Lore, Commune, and Contact Other Plane (the latter two are new additions, see below). As a consequence, and to adhere more to pnp, Commune with Nature now has a 10 round casting time instead of 3 rounds.

Halo of Sand
Updated vfx. Halo of Sand now actually has a halo of sand graphic.

Races
Drow will now receive their pnp racial of Dancing Lights. Aasimar have had their Light spell fixed to 1/day instead of 5 (all class entries in pnp, on both BG and NWN2 wikis, and in-game all had it set to 1/day. Only the actual ability was wrong.)

Augment Summon and Beckon the Frozen
These two feats can now be qualified with either Spell Focus Conjuration or Spell Focus Necromancy. Necromancers no longer need to take SF Conjuration to maximize their undead summons.

Animalistic Power
Animalistic Power now lasts for 10 minutes per caster level instead of 1.

Legend Lore
Description updated to include pnp fluff. Legend Lore now also increases Lore: History instead of Lore: Arcana.

Exorcism
Revamped description. Stat card now correctly states the spell is an Abjuration spell with Short range. Now correctly deals 1d6 damage per level. Updated vfx.

Thunderlance
Updated vfx. Fixed the spell being blocked by Cold immunity.

Flaywind Burst
Updated vfx.

Sand Warriors
Updated vfx.

Avasculate
Updated vfx.

Blood Magus Awaken Blood
Updated vfx.

Blood Magus Blood Walk
Updated vfx.

Blood of the Martyr
Updated vfx.

Blood Vision
Updated vfx.

Blood to Water
Updated vfx.

Beltyn's Burning Blood
Updated vfx.

Blood Magus Modes
6 seconds of spell failure removed, to make it consistent with the changes to Spirit Shaman Blood Magic.

Resonating Bolt
This bard spell's name was broken. Now it should read correctly.

Wounding Whispers
This bard spell existed but was missing its name and description. Now it has them. Its power has also been adjusted.
Caster Level(s): Bard 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round/level

<i>The words of this spell produce hissing, sibilant echoes that spin around you, invoking doom upon those who dare to harm you.</i>

Any creature striking you takes 1d6 points of sonic damage +1 point for every two caster levels you have.
Flensing
This wizard/sorcerer spell existed but was missing its name and description. Now it has them. Also, new icon.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptor(s): Evil
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 rounds
Save: Fortitude partial
Spell Resistance: Yes

When you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting incredible pain and psychological trauma. Each round, the target takes 2d6 points of slashing damage, 2 points of Charisma damage, and 2 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit piont damage by half. The target can make a saving throw each round to reduce the damage in that round.

Additions
Commune (already in-game, but now has an actual effect)
Caster Level(s): Cleric 5
Innate Level: 5
School: Divination
Casting Time: 10 castings
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: 1 minute / level
Save: Harmless

You contact your deity - or agents thereof - and ask short questions that can be answered by a simple 'yes' or 'no'. You must keep your questions short, two brief sentences of seven words, or less. The deity will respond if it wishes to. Usually no questions are answered, but the deity or its agents almost always acknowledge the communion. A deity is most likely to answer questions about its own religion, which has the practical effect of conferring a +15 bonus to Lore: Religion checks.

The answers given are correct within the limits of the entity's knowledge. "Unclear" is a possible answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests a short phrase can be answered instead.

The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.

Gaining knowledge with this spell beyond the bonus to Lore: Religion checks generally requires supervision by a DM.
Contact Other Plane
Caster Level(s): Sorcerer/Wizard 5
Innate Level: 5
School: Divination
Casting Time: 10 castings
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: 1 minute / level
Save: Harmless

You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. The entity will respond if it wishes to. Usually no questions are answered, but the entity or its agents almost always acknowledge the communion. An entity is most likely to answer questions about its own plane and servants, which has the practical effect of conferring a +15 bonus to Lore: The Planes checks.

Contact with minds far removed from your home plane is a trying experience and can break weaker minds. Use of this spell may require the caster to make Will saving throws. Failing this roll can cause a temporary decrease to the caster's Intelligence and Charisma or some other effect at the discretion of the DM. The more alien, distant, or powerful the entity, the more likely a saving throw will need to be made and the higher the consequences are likely to be, but the entity will also be more likely to know the answer and answer correctly.

On occasions, this divination may be blocked by an act of certain deities or forces.

Gaining knowledge with this spell beyond the bonus to Lore: The Planes checks generally requires supervision by a DM.
Last edited by Rhifox on Sat Jul 10, 2021 8:06 am, edited 15 times in total.
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Re: Coming Soon: Spell Additions/Changes

Unread post by Rhifox »

A few more additions to the above lineup:
Speak with Dead
Caster Level(s): Cleric 3
Innate Level: 3
School: Necromancy
Components: Verbal, Somatic
Casting Time: 10 castings
Range: Self
Area of Effect / Target: Personal
Duration: One minute per level
Save: Will negates
Spell Resistance: No

You can grant semblance of life and intellect to corpses, allowing them to answer several questions that you put to them. A corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). This has the practical effect of conferring a +6 bonus to Lore: Local checks.

Answers are usually brief, cryptic, or repetitive. Though most corpses are willing to speak, some may refuse. A corpse that refuses to speak makes a Will save to resist the spell as if it were alive. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.

This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can’t even remember being questioned.

This spell does not affect a corpse that has been turned into an undead creature.

Gaining knowledge with this spell beyond the bonus to Lore: Local checks generally requires supervision by a DM.
Speak with Plants
Caster Level(s): Bard 4, Druid 3, Ranger 2
Innate Level: 3
School: Divination
Components: Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: One minute per level
Save: Harmless

You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. This has the practical effect of conferring a +4 bonus to Lore: Geography checks or a +4 bonus to Lore: Nature checks, depending on the knowledge the plant is able or willing to convey.

The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.

Gaining knowledge with this spell beyond the bonus to Lore: Geography or Lore: Nature checks generally requires supervision by a DM.
Speak with Animals
Caster Level(s): Bard 3, Druid 1, Ranger 1
Innate Level: 1
School: Divination
Components: Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: One minute per level
Save: Harmless

You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

This spell has the practical effect of conferring a +4 bonus to Lore: Geography checks or a +4 bonus to Lore: Nature checks, depending on the knowledge the animal is able or willing to convey.

Gaining knowledge with this spell beyond the bonus to Lore: Geography or Lore: Nature checks generally requires supervision by a DM.
Stone Tell
Caster Level(s): Druid 6
Innate Level: 6
School: Divination
Components: Verbal, Somatic
Casting Time: 10 castings
Range: Self
Area of Effect / Target: Personal
Duration: One minute per level
Save: Harmless

You gain the ability to speak with stones, which relate to you who or what has touched them, what is covered or concealed behind or under them, or what stresses they are suffering under. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.

You can speak with natural or worked stone. Speaking with natural stone provides a +10 bonus to Lore: Dungeoneering checks, while speaking with worked stone provides a bonus to Lore: Architecture and Engineering checks.

Gaining knowledge with this spell beyond the bonus to Lore: Architecture and Engineering or Lore: Dungeoneering checks generally requires supervision by a DM.
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Coming Soon: New Epic Weapons

Unread post by KOPOJIbPAKOB »

In the next update, there is 50 new epic weapons being added to the server! They are mostly meant to fill the niche of underrepresented weapon types, such as scythes, short swords, darts and others. Most of them will be obtainable through new merchant NPCs — one at the surface and one in the Underdark. It means that, while all of the new weapons are added to the loot table, some of them are loot table exclusive, obtainable only through a lucky epic drop.

Happy treasure hunting!
(\/);,;(\/)

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Spirit Shaman Changes (Split 1.0)

Unread post by Rhifox »

Next update, spirit shamans will be receiving a few new features, based on abilities they have in pnp that were not translated over to NWN2 when Obsidian created the class.
Guide Magic
Type of Feat: Class
Prerequisite: Spirit Shaman level 10.
Specifics: Starting at 10th level, a spirit shaman's spirit guide assists them in maintaining their concentration, granting the spirit shaman a +3 bonus on all Concentration checks.

Guide Magic does not stack with Skill Focus Concentration.
Use: Automatic.
(Guide Magic may stack with SF Concentration later, but for now it's based off of other Skill Focus feats so is bound to the master feat)
Exorcism
Type of Feat: Class
Prerequisite: Spirit Shaman level 13.
Specifics: Starting at 13th level, a spirit shaman can force a possessing creature or spirit out of the body or place that it inhabits. This ability works against all forms of possession, even fiendish possession. Once a creature or spirit has been exorcised, it cannot attempt to possess the same victim for 24 hours.

Exorcisms can be dangerous and are not always successful, and the exact method by which a creature or spirit can be forced out of the body or place it inhabits can vary by creature or spirit. If the exorcism fails, the spirit shaman cannot attempt to exorcise the same target again for 24 hours. Exorcising a possessing creature generally requires supervision by a DM.

If a target spirit is without a body, such as with incorporeal ghosts and elementals, using this ability deals 1d10 points of damage per spirit shaman level instead. The affected spirits get a Will save (DC 10 + Shaman level + Cha modifier) for half damage.
Use: Selected. Exorcism has a five-minute cooldown.
(paladin/cleric Exorcism has also received an updated description and now deals 1d6 damage per caster level like it was supposed to)
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Re: Coming Soon: Spell Additions/Changes

Unread post by Rhifox »

Original post edited with more changes. Summary below.

New vfx effects have been added for blood spells and sand spells. Spells getting updated graphics include: Halo of Sand, Flaywind Burst, Sand Warriors, Avasculate, Awaken Blood, Blood Walk, Blood Vision, Blood of the Martyr, and Blood to Water.

Thunderlance has also been given updated vfx and had its erroneous Cold immunity check removed.

Animalistic Power now lasts for 10 minutes per caster level instead of 1, to give it a purpose compared to single-target attribute buffs and Abyssal Might as a long-term, non-visual, cheap-but-weak buff.

Exorcism has received an updated description and vfx and now correctly deals 1d6 damage per spell level.

Legend Lore description updated to include pnp fluff and now increases Lore: History instead of Lore: Arcana.

Commune with Nature cast time increased to 10 rounds to make it consistent with pnp and other commune spells. Sorry, fisher druids/shamans/rangers. But it does increase Geography and Nature by 8 as well as Survival, so it's overall a very rewarding spell (I considered leaving it at 3 rounds, but considering the buffs and its comparison to the other commune spells, it would have been inappropriate).

Blood Magus modes no longer have 6 seconds of spell failure, to make it consistent with Valefort's changes to Spirit Shaman Blood Magic.
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Coming Soon: Dragon shape changes

Unread post by matelener »

New abilities:

Breath weapon: The dragon exhales elemental energy. Each creature caught in the area must make a DC=DRUID_LVL Reflex saving throw, taking (DRUID_LVL)d6 damage on a failed save, or half as much damage on a successful one. The shape of the area and the type of damage depend on the colour of the dragon:

Red: 30 ft cone / fire
Black: 60 ft line / acid
Blue: 60 ft line / electrical
Bronze: 60 ft line / electrical

This ability has a 2 minute cooldown.

Wing Buffet: The dragon beats its wings. Each creature within 20 ft. of the dragon must succeed on a DC=DRUID_LVL Reflex saving throw or take (DRUID_LVL / 2)d6 bludgeoning damage and be knocked prone for 1 round.

This ability has a 2 minute cooldown.

Frightful Presence: Each hostile creature that is within 30 feet of the dragon must succeed on a DC=DRUID_LVL Will saving throw or become Shaken for 1 minute. The effect is empowered against creatures with less than (DRUID_LVL/3) Hit Dices and they become Frightened instead. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Other changes:

- Massive DEX reduction (From 28 to 16) = -6 AC, -6 reflex save
- Removal of 150 bonus HP

-+ -3 Dodge AC less than the strongest current blueprint (but compensated for pure druids: +1 AC at 28/29/30 druid levels)
-+ Size decrease, from Huge to Large, which corresponds with the model (it's also: +1 AC, +1 AB, -4 Size checks, no immunity to Bigby 6)
-+ Damage Reduction is equal to (DRUID_LVL - 15)/-
-+ Spell resistance is equal to DRUID_LVL - 5
+ STR/DEX/CON/NATURAL AC are constant at all levels: 37 STR / 16 DEX / 27 CON / 17 NAT AC
+ Movement speed bonus: 20%. Does not stack with spells.
+ Requirement lowered to just 25 druid levels (no wisdom requirement)
+ All creature weapons in Wild Shapes now inherit offensive properties from gloves
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Re: Coming Soon: Spell Additions/Changes

Unread post by Rhifox »

Final batch (probably) of these changes before the update:

Wounding Whispers
This bard spell existed but was missing its name and description. Now it has them. Also received some balance adjustments.
Caster Level(s): Bard 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round/level

<i>The words of this spell produce hissing, sibilant echoes that spin around you, invoking doom upon those who dare to harm you.</i>

Any creature striking you takes 1d6 points of sonic damage +1 point for every two caster levels you have.
Resonating Bolt
This bard spell's name was broken. Now it should read correctly.

Flensing
This wizard/sorcerer spell existed but was missing its name and description. Now it has them. Also, new icon.
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptor(s): Evil
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 4 rounds
Save: Fortitude partial
Spell Resistance: Yes

When you cast this spell, you literally strip the flesh from a corporeal creature's body, inflicting incredible pain and psychological trauma. Each round, the target takes 2d6 points of slashing damage, 2 points of Charisma damage, and 2 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit piont damage by half. The target can make a saving throw each round to reduce the damage in that round.
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matelener
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Coming Soon: Crusader kit changes

Unread post by matelener »

In the next update, crusaders will receive couple of bonus feats:

5. Power Attack
10. Indomitable Soul
18. Divine Shroud

Divine Shroud:

Crusader calls upon his patron to protect himself from hostile magic. He receives Spell Resistance equal to 12 + crusader levels for the duration of the effect.

Duration: 10 rounds
Cooldown: 10 rounds
Uses per day: 3

Disclaimer:

The feats are received AFTER the level up.
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Coming Soon: Shadowdancer changes

Unread post by matelener »

Shadow daze

- in addition to daze, it lowers the AC of the enemy by 5
- no longer is subject to Spell Resistance
- is now on 1 minute Cooldown

Shadow Evade

- is now instant
- passively regenerates charges over time -> you gain a charge every 10 minutes after the first use

Shadow Jump

- cooldown reduced to 2 minutes

New feat at Shadowdancer level 9: Shadow Master

At level 9th, the Shadowdancer masters the use of shadows to walk unnoticed. He receives +4 bonus to Hide and Move Silently.

Shadowdancer's Shadow

- the highest blueprint receives additional +20 hide
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