Coming Soon: Announcement Thread (2021)

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Rhifox
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Coming Soon: More New Spells

Unread post by Rhifox »

As domain rework has required shifting around some spells to fix some bugs in the system, this has in some cases entailed the creation of a few new spells. These are:
Greater Evil Eye
Caster Level(s): Wizard / Sorcerer 6, Orc 6
Innate Level: 6
School: Enchantment
Descriptor(s): Evil
Component(s): Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / level, 24 hours maximum
Save: Will negates
Spell Resistance: Yes

The caster focuses malevolent wishes through a fiery gaze and curses someone with terrible luck. This is a more powerful version of evil eye. This spell is known as the Eye of Gruumsh to clerics of the orcish pantheon.

The subject takes a -6 luck penalty on all attack rolls, a -4 luck penalty on all saving throws, and a -8 penalty on all skill checks. The spell lasts for one hour per caster level, up to 24 hours, or until remove curse is cast on the subject.
Negate Mind
Caster Level(s): Illusion 8
Innate Level: 8
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 10 minutes / level
Save: Harmless
Spell Resistance: No

The caster is protected from all mind-affecting spells and effects as well as information gathering by divination spells or effects. All negative mind-affecting effects are also removed from the caster.
Superior Creeping Cold
Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One Creature
Duration: See text
Save: None
Spell Resistance: Yes

This spell is the same as greater creeping cold, but it no longer has a saving throw, and it continues to gain an extra round of damage for every 5 caster levels the character has. The spell deals 7d6 points of cold damage on the 7th round if the caster is level 25 or higher, and 8d6 points of cold damage on the 8th round if the caster is level 30 or higher.
Radiant Shield
Caster Level(s): Wizard / Sorcerer 4, Wrath 4
Innate Level: 4
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: None

You are surrounded by a ring of electricity that damages all opponents who make a successful melee attack against you. The damage inflicted is 1d6 points of electrical damage, +1 point per caster level. You also gain 50% immunity to electrical damage.
Entomb
Caster Level(s): Druid 6, Wizard / Sorcerer 6, Cold 7
Innate Level: 6
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One Creature
Duration: 1 round / level
Save: Fortitude negates
Spell Resistance: Yes

An entomb spell traps living creatures in a block of ice, suffocating them. The spell entraps the targets with a thick layer of ice from head to toe. Those that make a successful Fortitude saving throw can shake off the ice immediately, though they still take 6d6 points of cold damage. If the creature fails its saving throw, it is held within the ice and immediately begins to suffocate. A suffocating creature makes a Fortitude save versus death against the spell DC. If it fails this save, it takes 10d10 points of bludgeoning damage from the lack of air. If the creature fails three consecutive saves, it dies of suffocation. Only living creatures that breathe air are vulnerable to this effect.

Escaping from the ice block requires a Strength check versus the caster's spell DC minus 10. The creature can make a new attempt every round. Escaping from the ice block requires a Strength check versus the caster's spell DC minus 10. The creature can make a new attempt every round. While inside the ice block, the character gains DR 10/- to physical and cold, vulnerability to fire, and immunity to electricity. For every round the creature remains entrapped within the ice, they take 2d12 points of cold damage.
Maelstrom
Caster Level(s): Ocean 7
Innate Level: 7
School: Conjuration
Descriptor(s): Water
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 6 seconds / level
Save: Reflex negates; see text
Spell Resistance: Yes

Maelstrom conjures a deadly vortex of water. In the sea, it swallows up ships. On land, it erupts from the earth as if by a great geyser and funnels its way into the sky. The vortex moves at a speed of 5 feet per round. Undirected, it wanders the battlefield affecting all creatures it encounters. If the vortex exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. All creatures in a radius of 20 feet are affected.

Any Large or smaller creature that comes into contact with the spell effect must succeed on a Reflex save or take 3d6 points of cold damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knocked down by the force of the cyclone, taking 1d8 points of cold damage each round. A Reflex check against a DC of 11 + 3/5th of the character's total caster level is made every round while the storm lingers near the suppressed creature. The maelstrom has 10 base strength and receives +1 for every two casterlevels, raising its base damage by its strength modifier. The maelstrom can only be hurt by +3 enhanced magical weapons.

Upon first casting maelstrom, a feat is granted which can be used to direct the vortex.
Last edited by Rhifox on Sat Aug 07, 2021 5:18 am, edited 3 times in total.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Rhifox
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Coming Soon: Updated Spell and Spell Consumable Descriptions

Unread post by Rhifox »

Maybe not as exciting as content updates, but in a coming patch consumables will be updated with new icons (in most cases, vanilla-style scroll versions of the normal spell icons) and accurate descriptions. Most of the Use dialog for these will also list the caster level for custom spells now.

In addition, most (not all, but most) spells have had a thorough comb over in their descriptions. This was mainly to add domains to the caster level lists of their spells, but I also took the time to go through a bunch of older custom spells and give them stat cards more consistent with vanilla NWN2 style. There might be a few I missed, but I knocked out a good chunk of them, at least. Spells with gold components (mainly the teleports) were also given fluff descriptions for what those components are comprised of, based on pnp material components.

Once this update goes live (I'm not sure when that will be), I'd like to ask people to report any I missed here in this thread so I can fix them up, too. Likewise for any stores that are still carrying older versions of these items. Should be much easier to get on top of those once the majority are fixed up. In addition, please report here if scribing any particular spell fails (or wands or potions, if it's a spell that should work for them).
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Re: Coming Soon: Updated Spell and Spell Consumable Descriptions

Unread post by Rhifox »

This is live now. Please let me know here if anyone encounters any scrolls that can't be cast, any that have the wrong description or icon, and so on, so I can get it fixed. Thank you!

Note: Only stores and any newly-created scrolls are fixed. Scrolls you already had should list their appropriate caster level on the Use function now but probably won't have updated descriptions or icons.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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Live: Hilltop alchemy mechanics for other alchemy benches

Unread post by Rhifox »

This technically went in with the split, but there were some hiccups (and might still be some) with benches having 0 HP and thus the conversation not showing up. But I've fixed most of the public ones.

With this change, any alchemy bench set up to do so uses the Hilltop conversation allowing mixing healing moss from the ruins into potions and healing kits. For now this still works the same as at Hilltop, you need moss specifically, but I would like to at some point expand it to allow for creating other things from other materials, as well as open up other kinds of crafting benches. Note that this is not a full crafting system, for which there are other plans.

To use this system, you'll need healing moss from Hilltop ruins. High level alchemists are recommended to employ low level players to gather moss for them. Do note that the system currently eats a full stack if your moss is stacked - I recommend unstacking it first before trying to use the system.

Please report any benches that should have a conversation but don't, as they're probably set to 0 HP.

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Champion of Corellon

Unread post by matelener »

The new elf class should be out by now. Do check out Races of the Wild PnP book, there are about 5 pages of lore information on it !
<color=Gold><b>Champion of Corellon Larethian</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Many evil warriors believe that elves, while dangerous in ranged combat, have no stomach for melee. They expect that elves would fall like leaves in an autumn windstorm once the battle becomes the work of sword and axe rather than arrow and spell. These warriors have never encountered a champion of Corellon Larethian. The champion of Corellon is a noble elf fighter, an elf knight or lord who can stand up to any orc or human warrior. All elves admire the grace, discipline, and skill necessary to become a swordmaster, and the champion of Corellon is the very paragon of elven swordsmanship. Clad in shining elven mail or plate, the champion relies on quickness, agility, and an almost scholarly study of the most difficult and advanced techniques of swordplay instead of brute power. As the name suggests, a champion of Corellon Larethian holds a special place in elf society. Large temples of Corellon Larethian often host groups of champions who serve as elite temple guards, advisors and bodyguards to elf rulers, and questing knights in the service of the whole elf race.

In order to become a champion of Corellon, an elf must excel in swordplay and exhibit patience, grace, and compassion. Even in the most desperate of times, elves do not judge a warrior merely by her martial skill. To take joy only in feats of arms is to live a crude and diminished life. There is more to life than fighting well, and the true champion knows this.

<color=Gold>Requirements:</color>

<b>Race:</b> Elf or half-elf (not drow).
<b>Alignment:</b> Any non-evil.
<b>BAB:</b> +7
<b>Feats:</b> Martial Weapons, Heavy Armor, Combat Expertise, Dodge, Weapon Focus (Longsword, Rapier, Scimitar, Shortsword or Falchion).
<b>Skills:</b> Diplomacy 4, Knowledge(religion) 2.
<b>Special</b>: Must worship Corellon Larethian.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d10

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fort, Will.

- <b>Weapon Proficiencies:</b> None.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Knowledge (any), Parry, Sense Motive and Spellcraft.

<color=Gold>Class Abilities:</color>

Level 1: Corellon's Blessing
Level 2: Elegant Strike
Level 3: Superior Defense +1
Level 4: -
Level 5: Bonus Feat
Level 6: Superior Defense +2
Level 7: Fast Movement
Level 8: Corellon's Wrath
Level 9: Superior Defense +3
Level 10: Perfected Elegant Strike

- <b>Corellon's Blessing:</b> Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin's lay on hands ability. The amount of healed damage is equal to Charisma bonus times the sum of levels in this class and half of your total hit dice. This ability has a 10 minute cooldown.

- <b>Bonus Feat:</b> At 5th level, you gain a bonus feat. The bonus feat is drawn from the fighter bonus feat list.

- <b>Elegant Strike:</b> Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply half of your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, scimitar, shortsword or falchion. This bonus cannot exceeed half of your class levels and will not stack with Insightful Strike.

At 10th level, you master this technique and you may apply your full Dexterity bonus, up to maximum of +10.

- <b>Superior Defense:</b> At 3rd level, you learn special techniques for making the best use of an elf's natural agility even while wearing restrictive armor. Whenever you wear an armor of any type, you gain a +1 Dodge AC bonus. At 6th level the bonus improves to +2 and at 9th level it increases by +3.

- <b>Corellon's Wrath:</b> At 8th level, you gain the ability to briefly channel the divine power of Corellon Larethian, enveloping one melee weapon you wield in a veil of incandescent light. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make for a number of rounds equal to 3 + your Cha modifier. This ability has a 5 minute cooldown.
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Rhifox
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Coming Soon: Familiar Addition/Rework

Unread post by Rhifox »

Several new familiars will be added in a coming patch. These are:

Standard
- Hawk
- Raven

Improved
- Beguiler
- Bonebat
- Eyeball
- Homunculus
- Osquip
- Shadow
- Small Air Elemental
- Small Earth Elemental
- Small Fire Elemental
- Small Water Elemental
- Stitched Flesh Cat
- Stitched Flesh Rat
- Stitched Flesh Raven
- Vargouille

In addition, all familiars will be reworked to work more closely with pnp. This will include the following:

- Familiar Skills: Familiars will use either their own skill ranks or their master's skill ranks, whichever is higher. Their skills will no longer level up as they level, instead they will start out with the pnp skills for their creature type and gain more skills if you yourself have higher ranks in a particular skill. This means some familiars start out with really high ranks in some skills (eg spiders start with 25 Hide), but that number will not increase as the familiar levels unless the master has higher ranks in that skill than the familiar.

- Familiar HP and Saves: Familiars will use the master's HP divided by two to determine their HP, rather than their own classes or hit dice, unless their own hit dice is higher. They will also use the higher of their saving throw scores or their master's saves.

- Familiar Fluff Feats: Familiars will receive display feats for their fluff abilities: Empathic Link, Speak with Master, Speak with Like Kind, and Scry on Familiar. These have no mechanical effect, but describe various pnp RP abilities that familiars have. Familiars that can speak languages IC also get a feat noting such. Deliver Touch Spell and Familiar Spell Resistance are also included in this list, reflecting the mechanical qualities familiars already get.

- Canon-accurate Stats and Abilities: Familiars have been adjusted to use their canon stats, skills, feats, and abilities. Some pnp abilities are still left off for ease of development, but I try and add them where I can.


All Familiars

AC: +1 Natural AC at level 1, +1 per two levels to a maximum of +15 Natural AC at level 30.
HP: Higher of familiar's HP or master's HP/2.
Saving Throws: Higher of familiar's or master's saving throw scores.
Abilities: Int 6 at level 1, +1 per two levels to a maximum of 20 at level 30. Familiars with higher-than-6 naturally retain their natural Int until they reach a level that familiar int progression passes it.
Feats: Alertness, Improved Evasion, Weapon Prof (Creature), Familiar Ability: Share Skills, Familiar Ability: Empathic Link, Familiar Ability: Deliver Touch Spells, Familiar Ability: Speak with Master (level 5), Familiar Ability: Speak with Like Kind (level 7), Familiar Ability: Spell Resistance (level 11. SR = familiar level +5, starts at 16, ends at 34), Familiar Ability: Scry on Familiar (level 13)

Magical Beast Properties
Darkvision

Vermin Properties
Immunity to mind-affecting spells

Undead Properties
Immunity to disease, critical hits, death magic, level/ability drain, mind-affecting spells, paralysis, poison, sneak attack

Outsider Properties
Darkvision

Elemental Properties
Immunity to disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack, knockdown
Fire elemental also gains immunity to fire and vulnerability to cold. Water elemental gains immunity to fire

Dragon Properties
Immunity to paralysis and mind-affecting spells
Darkvision

Aberration Properties
Immunity to mind-affecting spells

Incorporeal Undead Properties
Undead properties plus Turn Resistance 2 and DR 10/magic weapons (+1)


If a familiar is Lawful or Chaotic, the character may only select that familiar if their alignment is Lawful/Chaotic or Neutral on the Law-Chaos scale. If a familiar is Good or Evil, they may only select that familiar if their alignment is Good/Evil or Neutral on the Good-Evil scale. For example, a pseudodragon (Chaotic Good) can be selected by Chaotic Good, Neutral Good, Chaotic Neutral, or Neutral characters, while a Vargouille (Neutral Evil) can be selected by characters of any Evil or any Neutral alignment, but not by characters of Good alignments.

Characters must have Spell Focus Necromancy or the Undeath domain to select a stitched flesh familiar, Spell Focus Transmutation to select a homunculus familiar, or Spell Focus Illusion or the Darkness or Illusion domains to select a shadow or shadow mastiff familiar. Characters with at least 1 level of Shadow Adept or 3 levels of Shadow Dancer can also select shadow familiars (but not shadow mastiffs), even if they don't have Spell Focus Illusion or an appropriate domain.


Standard

Bat (Magical Beast)
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Intelligence 6, Wisdom 14, Charisma 4
Feats: Familiar feats, Darkvision, Blindsense
Skills: Hide 14, Listen 8, Move Silently 6, Spot 8

Beetle (Vermin)
Damage: 1d2
AC: 16 at 1, 30 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 1, Dex 14, Con 14, Int 6, Wis 10, Cha 7
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 25, Spot 15

Cat (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 3, Move Silently 6, Spot 3

Chicken (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative
Skills: Listen 3, Spot 5

Hawk (Magical Beast)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Listen 2, Spot 14

Pig (Magical Beast)
Damage: 1d2
AC: 17 at 1, 31 at 30
HP: 8 at 1, 232 at 30
Abilities: Str 15, Dex 10, Con 17, Int 6, Wis 13, Cha 4
Feats: Familiar feats, Darkvision
Skills: Listen 7, Spot 5

Rabbit (Magical Beast)
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 12, Cha 3
Feats: Familiar feats, Weapon Finesse, Darkvision, Dash
Skills: Hide 14, Listen 8, Move Silently 6

Rat (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Move Silently 10

Raven (Magical Beast)
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision, Familiar Ability: Language
Skills: Listen 5, Spot 7

Snake (Magical Beast)
Damage: 1d2, DC14 1d2 Constitution damage
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 15, Listen 6, Spot 6

Spiders, all (Vermin)
Damage: 1d2, DC14 1d2 Dexterity damage
AC: 20 at 1, 34 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 1, Dex 14, Con 10, Int 6, Wis 10, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 25, Spot 15

Weasel (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 11, Move Silently 8, Spot 3


Improved

Beguiler (Magical Beast)
Damage: 1d3 (claw), 1d4 (bite), 1d6 (shortsword)
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 6, Dex 17, Con 11, Int 12, Wis 10, Cha 11
Feats: Familiar feats, Weapon Finesse, Darkvision, Multiattack, Familiar Ability: Language
Skills: Hide 9, Listen 2, Move Silently 5, Spot 2

Bonebat (Undead)
Damage: 1d6, DC14 chance of Paralysis for 2 rounds
AC: 14 at 1, 28 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 1, Dex 15, Con 10, Intelligence 6, Wisdom 14, Charisma 4
Feats: Familiar feats, Low-light Vision, Blindsense
Skills: Hide 7, Listen 6, Move Silently 7, Spot 6

Coure (Fey)
Damage: 1d4, +1 vs Evil, +1 vs Lawful
AC: 24 at 1, 38 at 30
HP: 7 at 1, 145 at 30
Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
Feats: Familiar feats, Darkvision, Weapon Finesse, Weapon Prof (Simple), Familiar Ability: Language, Tongues (perma-comprehend languages)
Skills: Hide 24, Listen 5, Move Silently 16, Diplomacy 9, Spot 5
Special Abilities: Immunity to electricity, mind-affecting spells, and flesh-to-stone, +4 to saves against poison, 10/- to acid and cold, Dancing Lights (unlimited), Detect Magic (unlimited), Faerie Fire (unlimited), CL4 Magic Missile (3/day), Sleep (3/day)

Earth Mephit (Outsider)
Damage: 1d3
AC: 18 at 1, 32 at 30
HP: 8 at 1, 174 at 30
Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Feats: Familiar feats, Power Attack, Toughness, Darkvision, Familiar Ability: Language, Change Size (self-only enlarge person, 1 hour cooldown)
Skills: Hide 9, Listen 6, Move Silently 5, Diplomacy 4, Spot 6, Bluff 8, Intimidate 4
Special Abilities: CL3 Flaywind Burst (unlimited), Fast Healing 2

Eyeball (Aberration)
Damage: 1d3
AC: 19 at 1, 33 at 30
HP: 3 at 1, 87 at 30
Abilities: Str 6, Dex 16, Con 9, Int 6, Wis 10, Cha 10
Feats: Familiar feats, Weapon Finesse
Skills: Hide 15, Search 6, Spot 6
Special Abilities: Eyeball Eye Beams. Exterminate, Cause Fear, Daze, and Ray of Frost. Unlimited use.

Faerie Dragon (Fey, Dragon)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 15, Con 13, Int 15, Wis 12, Cha 12
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative
Skills: Hide 19, Listen 14, Move Silently 15, Diplomacy 7, Sleight of Hand 17, Spot 14, Bluff 14, Intimidate 5, Survival 3
Special Abilities: Dragon's Breath (Daze, unlimited), Dancing Lights (unlimited), Detect Magic (unlimited), Invisibility (3/day)

Fire Mephit (Outsider)
Damage: 1d3 physical, 1d4 fire
AC: 17 at 1, 31 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Feats: Familiar feats: Dodge, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Hide 11, Listen 6, Move Silently 7, Diplomacy 4, Spot 6, Bluff 8
Special Abilities: CL3 Cone of Fire (unlimited), CL3 Scorching Ray (2/day), Fast Healing 2

Homunculus (Construct)
Damage: 1d4, DC14 1d2 Wisdom damage
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 8, Dex 15, Con 10, Int 10, Wis 12, Cha 7
Feats: Familiar feats, Lightning Reflexes, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 4, Spot 4

Ice Mephit (Outsider)
Damage: 1d3 physical, 1d4 cold
AC: 19 at 1, 33 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Feats: Familiar feats, Dodge, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Hide 13, Listen 6, Move Silently 9, Diplomacy 4, Spot 6, Bluff 8
Special Abilities: CL3 Cone of Cold (unlimited), CL3 Magic Missile (2/day), Fast Healing 2

Imp (Outsider)
Damage: 1d4, +1 vs Good, +1 vs Chaotic, DC14 1d2 Dex damage
AC: 21 at 1, 35 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Feats: Familiar feats, Dodge, Weapon Finesse, Darkvision
Skills: Hide 17, Listen 7, Arcana 6, Move Silently 9, Diplomacy 8, Search 6, Spellcraft 6, Spot 7, Survival 1
Special Abilities: DR 5/Good and Silver, Detect Magic (unlimited), Invisibility (unlimited), Charm Monster (1/day), Commune (1/day), Fast Healing 2

Lantern Archon (Outsider)
Damage: N/A, see special abilities
AC: 16 at 1, 30 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Feats: Familiar feats, Improved Initiative, Darkvision, Familiar Ability: Language, Tongues (perma-comprehend languages)
Skills: Concentration 4, Listen 4, Diplomacy 4, Spot 4
Special Abilities: CL1 Searing Light (unlimited), Aura of Menace (unlimited), CL3 Aid (unlimited)

Osquip (Magical Beast)
Damage: 1d6
AC: 16 at 1, 30 at 30
HP: 9 at 1, 261 at 30
Abilities: Str 14, Dex 13, Con 19, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Darkvision, Blindsense, Weapon Focus (Creature), Poor Eyesight
Skills: Hide 10, Listen 6, Move Silently 6

Pseudodragon (Dragon)
Damage: 1d8, DC16 1d2 Dex damage
AC: 18 at 1, 32 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 15, Con 13, Int 10, Wis 12, Cha 12
Feats: Familiar feats, Darkvision, Immunity to Sleep, Immunity to Paralysis, Blindsense, Familiar Ability: Language
Skills: Hide 20, Listen 9, Diplomacy 2, Search 6, Spot 9
Special Abilities: Spell Resistance 19

Quasit (Outsider)
Damage: 1d3, +1 vs Good, +1 vs Lawful, DC14 1d2 Dex damage
AC: 19 at 1, 33 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Feats: Familiar feats, Weapon Finesse, Improved Initiative, Darkvision, Familiar Ability: Language
Skills: Hide 17, Listen 7, Arcana 6, Move Silently 9, Diplomacy 2, Search 6, Spellcraft 6, Spot 6, Bluff 6, Initimdate 2
Special Abilities: DR 5/Good and Cold Iron, Cause Feat (1/day), Detect Magic (unlimited), Invisibility (unlimited), Fast Healing 2

Shadow (Incorporeal, Undead)
Damage: 0 physical, 1d6 Strength damage
AC: 13 at 1, 27 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 10, Dex 14, Con 10, Int 6, Wis 12, Cha 13
Feats: Familiar feats, Dodge, Weapon Finesse, Weapon Prof (Simple), Darkvision, Self-Concealment 50%
Skills: Hide 8, Listen 7, Search 4, Spot 7

Shadow Mastiff (Outsider)
Damage: 1d6
AC: 15 at 1, 29 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 13, Con 17, Int 6, Wis 12, Cha 13
Feats: Familiar feats, Dodge, Darkvision, Improved Initiative, Track, Knockdown
Skills: Hide 8, Listen 8, Move Silently 8, Spot 8, Survival 8
Special Abilities: Howl, Fear (unlimited), CL12 Greater Invisibility (unlimited)

Small Air Elemental (Elemental)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Listen 2, Spot 3

Small Earth Elemental (Elemental)
Damage: 1d6
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Power Attack, Darkvision, Familiar Ability: Language
Skills: Listen 3, Spot 2

Small Fire Elemental (Elemental)
Damage: 1d4 physical, 1d4 fire
AC: 16 at 1, 30 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Dodge, Weapon Finesse, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Listen 2, Spot 3

Small Water Elemental (Elemental)
Damage: 1d6
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Power Attack, Darkvision, Familiar Ability: Language
Skills: Listen 2, Spot 3

Stirge (Magical Beast)
Damage: 1d6, DC16 1d2 Constitution damage
AC: 17 at 1, 31 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 19, Con 10, Int 6, Wis 12, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 4, Spot 4
Special Abilities: Fast Healing 1

Stitched Flesh Cat (Undead)
Same as cat, but with undead properties.

Stitched Flesh Rat (Undead)
Same as rat, but with undead properties.

Stitched Flesh Raven (Undead)
Same as raven, but with undead properties.

Vargouille (Outsider)
Damage: 1d4, DC14 1d2 Strength damage
AC: 13 at 1, 27 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 10, Dex 13, Con 12, Int 6, Wis 12, Cha 8
Feats: Familiar feats, Weapon Finesse, Darkvision, Familiar Ability: Language
Skills: Hide 9, Move Silently 5, Spot 5, Intimidate 3
Special Abilities: CL12 Howl, Paralyze (unlimited)
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Coming Soon: Shadow Dancer Shadow Alignment

Unread post by Rhifox »

Coming Soon: Shadow Dancer Shadow Alignment

In the next patch it will have the player's alignment, as it's supposed to.
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255 Spell Cap Removal

Unread post by Ewe »

Hey guys we are lifting the 255 spell cap limitation.

The new limit uses a uint16_t counter, so new limits are 65536 known spells and 65536 readied spells or memorized spell slots. That limit is due to the network protocol and isn't as easily increased.

Big thanks to Skywing who incorporated and built the new xp_bugfix plug-in for this.
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Coming Soon: New Deity Choices

Unread post by Rhifox »

To balance out the archfiends that were added during the domain rework, BG will now have archfey available as patrons as well. Also, a few missing 'normal' gods: Ulutiu (god of glaciers, favored by some northern human cultures), Thautam (dwarven god of magic), and Celestial Bureaucracy (the pantheon of Kara-Tur). Celestial Bureaucracy is only coming in as a single god rather than a separate one for each of the 9, since it's very far outside of FR and is a much more unified pantheon in general. Plus there's limited mechanical information to give each a proper list of domains. Instead, the Bureaucracy has one domain for each of the 9 Immortals.

Image
Image

Thautam can only be selected by dwarves. Ulutiu can only be selected by Ulutiun and Illuskan humans - either at character gen, or through the deity selector after you've changed to one of those subraces through Oghma/Deneir.

Domains
Ulutiu: Animal, Cold, Law, Ocean, Protection
Thautam: Dwarf, Earth, Luck, Magic, Metal
Celestial Bureaucracy: Family, Knowledge, Law, Luck, Metal, Protection, Renewal, Rune, War

Like the archfiends, archfey do not support clerics at this time.
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[Now Live] Language Tool Upgrades

Unread post by DaloLorn »

As my first noteworthy project, I've taken it upon myself to make some upgrades to the language tool. (How I ended up deciding to do that when I've been saying all along that my first priority will be fixing heritage feats, I have no idea. :lol:)

Here's a summary of the changes:
  • Expanded support for no-parse text blocks, via the @ symbol. (Was $, but changed due to poll results.)
  • No-parse blocks now don't parse at all.
    • This means emote capitalization is no longer lost in "translation".
  • HTML is no longer parsed in a futile attempt at translation.
    • (Okay, it's not HTML, but you know what I mean. I don't know its formal name.)
  • PEOPLE CAN YELL IN FOREIGN LANGUAGES TOO, YOU KNOW.
  • Hinualis eo nyiltyeanilcejilaneel, oemaevl cillvyilvala irilela ean anee! >:(
    • Elven: Speaking of capitalization, foreign languages have it too! >:(
  • Hyphens and apostrophes are now considered word delimiters. Also, word detection is smoother now, so symbols occurring before the end of a word will no longer be treated as part of the word. (I forgot to mention this in the SVN commit, but it's a thing too.)
Examples of the new functionality can be seen below. Note that I'm assuming flavor text is enabled, hence the use of colors instead of asterisks in the processed texts:

Undecorated no-parse blocks
Hidden: show
Before:
HELLO, FRIEND! I am *"Pixanie!"* You <i>are</i> friend, yes? *Pixanie smiles at you.*

mallen, mellon! me ta "pixanie!" tu ^snara^ mellon, hi? pixanie smiles at you.
After:
HELLO, FRIEND! I am @Pixanie!@ You <i>are</i> friend, yes? *Pixanie smiles at you.*

mallen, mellon! me ta pixanie! tu ^snara^ mellon, hi? pixanie smiles at you.
Notice how the name has been preserved, without having to wrap it in an emote, or add quotes to try to clarify that it's something she said instead of something she emoted. Unlike other no-parse symbols, the @ symbol is removed from the final output.
Proper no-parse blocks
Hidden: show
Before:
HELLO, FRIEND! I am @Pixanie!@ You <i>are</i> friend, yes? *Pixanie smiles at you.*

mallen, mellon! me ta pixanie! tu ^snara^ mellon, hi? pixanie smiles at you.
After:
(Same original text)

mallen, mellon! me ta Pixanie! tu ^snara^ mellon, hi? Pixanie smiles at you.
The capitalization has been preserved, because the contents of the no-parse blocks have been copied verbatim into the translated text.
HTML parsing
Hidden: show
Before:
(Same original text...)

mallen, mellon! me ta Pixanie! tu ^snara^ mellon, hi? Pixanie smiles at you.
After:
mallen, mellon! me ta Pixanie! tu ta mellon, hi? Pixanie smiles at you.
The chevrons opened and closed a no-parse block, allowing the <i> tag to be properly preserved and italicize the "are". (This also allowed "are" to be recognized as a word, correctly translating it to "ta".)
Yelling
Hidden: show
Before:
mallen, mellon! me ta Pixanie! tu ta mellon, hi? Pixanie smiles at you.
After:
MALLEN, MELLON! me ta Pixanie! tu ta mellon, hi? Pixanie smiles at you.
All-caps input becomes all-caps output. This is evaluated on a word-by-word basis.
Capitalization
Hidden: show
Before:
MALLEN, MELLON! me ta Pixanie! tu ta mellon, hi? Pixanie smiles at you.
After:
MALLEN, MELLON! Me ta Pixanie! Tu ta mellon, hi? Pixanie smiles at you.
Regular input is regular output. :)
Hyphens, apostrophes, and punctuation
Hidden: show
Before:
Elven: The archmage's book

Tel' ilmnyirsilva'la parma
After:
(Same text)

Tel' cor'taar'la parma
Before the change, the apostrophe in "archmage's" made it a new word. While there are some dictionary entries which do include apostrophes or hyphens (like "not-people" in Elven), it goes without saying that the dictionaries aren't bloated with a million possessives. Now, if words with apostrophes/hyphens aren't found in the dictionary, they're split up, resulting in dictionary lookups for the tokens "archmage" and "s" instead.

Some other symbols, like ", ,, ., and numerals, will skip a dictionary lookup for the combined word and immediately split into two or more tokens.
Last edited by DaloLorn on Fri Oct 22, 2021 6:26 am, edited 7 times in total.
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[Coming Soon] Scry Changes

Unread post by DaloLorn »

Soooo, I mistakenly posted this thinking it was about to go live. :lol:

When the next patch goes live (not tonight!), you'll notice a few changes to the Scry:
  • Level obfuscation is no longer a thing. Those of you who choose to show their levels will now show their exact levels.
  • That might be a scary change for some of you (newcomers and veterans alike), which is one reason why the Scry will now default to hiding your area and level the first time you log in after this update. (... It occurs to me that this default might not be applied if you're hiding your area, your level, or your player name. Tweak your settings accordingly!)
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Coming Soon: Language Adjustments

Unread post by Rhifox »

So, during the split awhile back, I tried to rename some languages to be more IC-appropriate. Because of how complicated the language scripts are, that failed and left people with some broken languages. Sorry! If you have any duplicate languages, you can ask a DM to reset your languages to fix those.

Recently, though, Dalo has figured out how to properly rename languages. Therefore, there's going to be a few adjustments to languages in the next patch.

1. Arcane is being renamed to Ruathlek
Arcane does not exist as a language. Most spellcasters use Draconic, Elven, Loross, Infernal, or any other language for magical notations. There is no 'arcane' language or script. Therefore, Arcane is instead being renamed to Ruathlek. Ruathlek is the magical language of illusionists. It is said that the goddess of deception and illusion, Leira, developed the language with some of the descendants of Netheril, the wizards of Nimbral. Unlike most illusionists, the people of Nimbral have developed Ruathlek into a language both magical and mundane.

2. Arcane/Ruathlek will no longer be an automatic language for wizards. It will be added to the general list instead.
As wizards do not get Arcane (or any other language other than Draconic) in pnp, and because Ruathlek is a more niche language that anyone can learn, it is being added to the general list and removed from the wizard automatic list.

This change shouldn't affect anyone that already has the language.

3. Animal is being renamed to Animal Empathy
This change is being done to discourage players from treating Animal as if they're speaking some special animal language. Animal Empathy is not a language, but instead a series of mannerisms, tones, gestures, baby talk, etc, that helps communicate with animals.

4. Sylvan will no longer be an automatic language for druids.
Simple change. This never should have been given to druids for free. Druids get Druidic and Animal Empathy.

This change shouldn't affect anyone that already has the language.

5. Cant is being renamed to Thieves' Cant, and Assassin is being renamed to Shadow Cant
Like Arcane, Assassin does not exist as a language. Therefore, it is being renamed to Shadow Cant, a type of cant and argot used by Shadow Thieves and other thieves guilds. Cant is being renamed to Thieves' Cant to distinguish between the two.

Assassin/Shadow Cant was also previously opened up for Guild Thieves. This is not a new change, but wasn't announced when it originally went in.

6. Goblin is being renamed Ghukliak
Ghukliak is the actual name for the goblin language, in the same way that Yipyak is the name for the Kobold language, or Jotun for giants.

7. Vaasan is being renamed to Vaasan Creole
Just a correction, the actual language is called Vaasan Creole.

8. Chardic is being renamed to Easting
The Chardic language is actually composed of two dialects: Damaran (the main language, and in FRCS, the one Damaran and Vaasan characters receive), and Vaasan Creole (a smaller language used by Vaasans). Therefore, having a separate Chardic language makes no sense - if any language was Chardic, it'd be Damaran. Ergo, Chardic is being renamed to another language in the Chard family - Easting. Easting is the language spoken by people of the Vast and Impiltur.
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Today's Patch: Map Changes

Unread post by Rhifox »

Hello!

Today's patch will be including several map changes.

1. Preparation for adding the new Northwest Tradeway
Unfortunately, this map will not be going in today, as there are some bugs still to work out with it. But other map work to support it are being added. Boareskyr, Trollclaws, Misty Forest, and High Moor all now include transitions to the NW Tradeway map. These transitions currently do not work, but this will where the map will be accessed when it is added.

Devil spawns were also finally removed from Boareskyr. A bit late, but the Dragonspear War is finally over. :P

2. Greypeaks now has land routes rather than a boat route
Greypeaks is now more logically connected to the world through the Orzogoth Exterior and Serpent Hills maps. Nobby will no longer take adventurers to Greypeaks, though he does now offer a boat ride down to Kraak Helzak in the Trollclaws (which now also includes a 1400 vendor). You can still take boat from Serpent Hills to Boareskyr. That conversation will also be updated later to allow skipping Boareskyr and going straight to Trollclaws (for now, you have to go to Boar first and then talk to Nobby to get further).

3. Soubar updates
Soubar has had several updates reflecting player requests in the area. These include a new proper house for the wererats (won by auction at the last Blackrose Gala), a new blacksmith and extra wagons (to reflect gradual growth of the settlement), a small Blackrose contingent near the market place, and the new Malar shrine. The Black Abbey priests also now have proper priest dialogue.

4. DM map fixes
Several DM maps have had fixes to make them function better or more easily accessible.

5. DM spawner modifier tool
This tool allows DMs to make updates to an area's spawns to accommodate their plots.

6. Underdark water cave
Currently still unfinished and may not have transitions set up yet, but it's coming.

7. Halls of Light divination room split off into a corner in accordance with a player request to ward it from eavesdropping

8. Some walkmesh and placeables fixes for Fields of the Dead

9. Some fishing spot fixes for Ulgoth's Beard

10. Palace District updates. Includes exterior to House Divine guildhall and general beautification

11. Flaming Fist gotta calm down
Fist NPCs in Cloakwood should no longer go running off into the woods to play with quicklings.

12. New cross-server stables in Soubar and Baldur's Gate.
These buildings allow you to cross over onto the other server for the purposes of accessing your horse inventory, if it's on the other server.
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Re: Coming Soon: New Deity Choices

Unread post by Rhifox »

These go live today.
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Re: [Now Live] Language Tool Upgrades

Unread post by DaloLorn »

This is going live now.

In accordance with the poll results, the verbatim delimiter has been set to @.
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