Coming Soon: Announcement Thread (2022)

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Coming Soon: Announcement Thread (2022)

Unread post by Rhifox »

Hello BGTSCC!

Over the past several years, two areas of the server saw significant RP investment by players: Boareskyr Bridge and Triel. In the former case, the fortification of the area by multiple groups (and the continuing residence of various factions of ill intent) to defend against the devil and demon wars. In the latter, the protracted investment in the building up of the Hellrider fort over two years.

The in-game state of these maps has not kept up with these RP developments. Boareskyr was still empty, and Triel was a couple of tents on a hill. Next content update, that will no longer be the case. Both maps are getting significant overhauls to reflect the RP that has happened here, and both areas are populated to some degree by tokens of the RP factions that have invested in them.

Aside from timeline updates, these maps are also seeing a few other changes:

- Both Triel and Boareskyr have been given new lighting schemes based on my Northwest Tradeway lighting set. This means vibrant sunrises and sunsets, and dark nights. Remember to bring your torches (or light spells)!

- Both Triel and Boareskyr now use the persistent weather system from the Northwest Tradeway. When the first player enters either of the areas, a random die is rolled, modified by the current season, to determine what weather the zone will have for the entire reset. This weather effect will not change until the next reset, and includes appropriate ambient effects (and eventually fog changes, once I can figure that function out). As we are currently in winter, both zones have a chance of snow.

- Triel, now the site of a castle under construction (interior to come in a later update), is returning to the living game world. The caravan will be removed and instead players will be able to transition to and from Triel at East Chionthar, Reaching Woods, and North Tradeway. Note that only players with the Writ of Service are permitted in Triel. Hellrider patrols will turn away all others.

- The top levels of the Bridgefort are now populated by northern barony troops, but the minotaurs continue to skulk in the dungeons below. Lieutenant Morgan on the first floor will give players seeking to fight the minotaurs a key to the lower levels, and he will, like Thunderhammer in Beregost, now offer a 75gp gold reward for each minotaur horn players bring him. Note that you lose the key when you leave the area.

- The Boareskyr tent town has grown in size, as many refugees from the ravaged western lands settle behind the wooden barricades left behind by the Order of the Radiant Heart and their allies on the eastern side of the bridge. This area is now closer to its pnp depictions, as a fully-fledged tent town (if still smaller than Soubar). Canon NPCs Barim Stagwinter and Theskul Mirroreye are now present as well, and may offer quests in the future to enterprising adventurers.

- For those looking to avoid the troops at Bridgefort, Nobby's boats can now be used to cross the Winding Water river to skirt along the outside of the fort's walls. Alternatively, as before, taking the road through the Trollclaws north into the Northwest Tradeway offers another way around.

- For those doing the Rival Merchants quest in Boareskyr, the rival merchant now spawns at the western dock, rather than near the Bridgefort.


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Boareskyr Bridge Updates
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Triel Updates
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Coming Soon: East Farmland Updates

Unread post by Rhifox »

Hello BG!

We're finally looking at integrating some of tfunke's BG updates in a coming patch. For now this will just be the eastern farmlands, with interior zones coming at a later date.

An IC note about this update: This should not be seen as a huge IC change, as canonically Baldur's Gate already had an outer city. However, it can be seen as a newly refurbished outer city -- much of this area can be seen as having been destroyed during the undead war, so only now, several years since that conflict, can we say it's been fully rebuilt. Of course, some things are moved around a bit, things are in a few different locations and so on, so a bit of handwaving is going to be necessary to explain that.

Aside from tfunke's design, this map will also include my lighting and persistent weather system. No more 5-minute showers at the campfire, now it's either raining that reset (or snowing), or it's clear. Nights are dark, but this is a well-lighted area so it'll be more atmospheric than difficult to maneuver. Still, torches are recommended. I'll likely be implementing both of these systems on the existing interior BG maps as well as a stop-gap until those maps get their updates.

Of course, the big thanks for this update goes to tfunke, who was the one that originally designed this map.

Some considerations:

- The graveyard quest giver is now in the graveyard again, rather than the farmlands/outer city.
- The wand recharger is now in Sorcerous Sundries, rather than the farmlands/outer city.
- Lanterns can be found at Blunt's now, in crates (similar to the torch barrel at Soubar) to hopefully allow them to actually work. Taking a lantern will incur a charge (he's not going to give them out for free, afterall).
- There may be some kinks to work out still, as this is a big new map. Please be diligent with reporting errors on the forums.


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Today's Patch: Polymorph Changes

Unread post by Rhifox »

With today's update there will be several changes to polymorph abilities. This includes a few new new polymorph, shapechange, and wildshape forms, and several updated forms. It also includes a change to Northlander Hewing's interaction with polymorph effects.

New Polymorph/Animal Shapes Forms
- Ape (same stats as yeti)
- Wolf (similar to dog, but slightly higher stats and +10% speed)

Updated Polymorph/Animal Shapes Forms
- Yeti (new appearance)
- Animal forms (low-light vision, track)
- Deer (+30% speed)
- Horse (+30% speed)
- Dog (alertness)
- Worg (darkvision, alertness)

New Wildshape Forms
- Silver Dragon (cold immunity, fire vulnerability)
- Legendary Ape
- Legendary Snake (25 Fort OnHit 1d8 Con poison)
- Legendary Horse (+60% speed)

Updated Wildshape Forms
- Legendary Wolf (updated stats, onhit knockdown, Weapon Finesse)
- Legendary Tiger (updated stats, now has Dire Charge, +10% speed)
- Legendary Bear (updated stats, +10% speed)
- Legendary Lion (updated stats, now has Dire Charge, +10% speed)
- Red Dragon (now includes its cold vulnerability)
- Big Cat forms (now have Dire Charge. Can't be used yet, though. I will be adding a GUI for these forms to use Charge in a coming update)

New Shapechange Forms
- Silver Dragon (cold immunity, fire vulnerability)
- Goristro (Regen 5, Blindfight)
- Female Werewolf
- Legendary Ape
- Legendary Wolf (onhit knockdown, +30% speed, Weapon Finesse)
- Legendary Bear (+10% speed)
- Legendary Tiger (+10% speed, Dire Charge. Can't be used yet, though. I will be adding a GUI for this form to use Charge in a coming update)
- Legendary Snake - (25 Fort OnHit 1d8 Con poison)
- Legendary Horse (+60% speed)

All shapechange legendary animals have lower stats than the wildshape equivalents

Updated Shapechange Forms
- Hydra (lower strength but now has Regen 15)
- Marut (Regen 10)
- Hezrou (updated stats, Toughness, Blindfight, Power Attack, Cleave)
- Werewolf (updated stats, Stealthy, Alertness, Weapon Focus Creature, Improved Critical Creature)
- Mind Flayer (does not block spellcasting)
- Zombie (+150 HP, disease changed to poison, 19 Fort 1d8 Dex/1d8 Con damage).

Updated Word of Changing Forms
Goristro (Regen 5, Blindfight, now uses slam attack instead of axe)

Miscellaneous
- Northlander Hewing now uses only half-strength in non-playable-race polymorph forms.


Stats for new and updated forms will be added to the wiki later this week.
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Bags

Unread post by Rhifox »

To follow up on the removal of the NW Tradeway bags, we've got a plan for implementing bags in a way that does not tax server resources. To assuage concerns of the NWTW container removal, I'm going to give a summary of our plans.

We are looking at creating a "virtual bag" system that stores gear in sql to prevent bic inflation. This will work similar to vanilla bags in the sense of being able to drag and drop items (and might be usable for horses, too?). Before that can be done, though, we need to finish work on a universal ID system. This was already being worked on before this, and is needed to better identify specific characters in a way that can't get broken by things like Disguise or name changes and so on, and would allow various improvements in several systems.

Dae can provide more details on the specifics of this, but in short, we have plans to work on these, but it may take some time to build these systems. So we ask players to be patient. We've heard the clear desires the player base has for the implementation of containers, so we are going to work towards a way of adding them to the server properly.

We'll give you an update when these systems are further along.
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Coming Soon: Flowers & Jewelry (aka extra icon customization)

Unread post by KOPOJIbPAKOB »

The last update added a new category to the appearance kit's icon change tool — miscellaneous stackable, aka various herbs, plants, leaves and so on that you can gather outdoors. The next update will add an exclusive icon selection for those consumables that you can see below.

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You can make the herbs look like mushrooms, roots, healing leaves, even as flowers that your character can gift to others!
Speaking of gifts, the jewelry selection is as well expanded, introducing 91 ring and 130 amulet icons avialable for selection.



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Lastly, there are 19 extra wand icons, based on rework vanilla ones.
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Coming Soon: Pets

Unread post by Rhifox »

A coming patch will include purchasable pet cages (store still to be determined) that allows characters to own pets. Pets are similar to animal companions and familiars, but do not level with the character. All pets are level 2, and will be able to be named.

The available pets will be:

Cat
Chicken
Hawk
Pig
Rabbit
Rat
Snake
Weasel
Tarantula
Dog
Cattledog
Dalmatian
Doberman
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Coming Soon: Warlock Revamp

Unread post by Rhifox »

In a coming patch, the Warlock character class is going to be revamped to reduce certain problematic abilities (Kaedrin blasts) while also increasing the diversity of options to try and fix what is commonly considered a 'one-trick pony' class. In addition, the goal is to make investing in the Warlock's primary stat, Charisma, more enticing.

Please note that this is a major project and, thus, may be subject to further tuning before and after it launches.
Patch Notes for Warlock Revamp

* Kaedrin blasts (Repelling, Tempest, Undead Bane) removed. These blasts have instead been turned into proper eldritch essences (Repelling, Tempest) or modes (Bane). Repelling and Tempest now have custom vfx effects. (Tempest Blast, Repelling Blast)

* Brimstone Blast, Hellrime Blast, and Tempest Blast are merged into a new eldritch essence: Elemental Blast. This blast allows you to choose which essence you wish to use. All of these blasts work with any eldritch blast shape. Brimstone deals fire damage with chance to inflict a DoT, Hellrime deals cold damage with chance to inflict a penalty to Dexterity, and Tempest deals electrical damage with a chance to daze.

* Hindering Blast and Repelling Blast are merged into a new blast: Forbidding Blast. This blast allows you to choose which essence you wish to use. All of these blasts work with any eldritch blast shape. Repelling Blast now knocks the target back by 5d6 feet if it fails a saving throw along with its original effect of knocking the target down. Hindering Blast now slows for 6 rounds instead of 1.

* Bewitching Blast and Noxious Blast are merged into a new blast: Cursing Blast. This blast allows you to choose which essence you wish to use. All of these blasts work with any eldritch blast shape. In addition, Bewitching Blast confusion now lasts 2 rounds, while Noxious Blast daze now lasts 4 rounds.

* Binding Blast now deals an additional 2d6 magical damage.

* Eldritch Cone no longer hits allies, and now gains 50% extra range if you have Eldritch Master.

* Eldritch Doom now bypasses Evasion, and gains 50% extra radius if you have Eldritch Master.

* Warlocks may now select the Ability Focus (Blasts) feat, which raises blast DCs by 2.

* Warlocks may now select Extra Invocation feats. You may only select Extra Invocation feats for invocations up to one level below your maximum. This means you may select bonus Least invocations at level 6, Lesser invocations at level 11, and Greater invocations at level 16. Dark invocations can never be selected as Extra Invocations. Eldritch blast shapes and eldritch blast essences cannot be chosen with extra invocations.

* Flee the Scene's range of effect is now identical to Haste.

* Dark Premonition is now breachable, like Premonition. Its vfx has also been updated.

* Retributive Invisibility can now have its concealment removed by Invisibility Purge, like Greater Invisibility.

* Tenacious Plague now gains a bonus to AB equal to the Warlock's Charisma modifier. In addition, as long as one swarm hits its target, the target must make a Fortitude saving throw against poison or be dazed for one round. This save can only happen once per round, regardless of how many swarms hit the target. Tenacious Plague also lasts 6 rounds, and no longer hits allies.

* Utterdark Blast negative levels can now stack.

* Lure Shadow Demons invocation now always summons 3 shadow demons, and no longer has a 20 round cap.

* Ill Omen is now ESL 7 instead of 4. In addition to the -2 AC, Ill Omen now also applies the effects of Greater Evil Eye (-6 AB, -4 Saves, -8 to all skills).

* Dreadful Word is now ESL 7 instead of 4. In addition to its normal effects, it now has a 10% chance to outright kill any target that fails their saving throw. Furthermore, the spell now deals 3d6 points of damage even if the target succeeds at their saving throw. In addition, Dreadful Word now correctly displays its actual radius.

* Charm now lasts one round per level.

* Darkness now works like pnp Darkness: it is no longer targeted on the ground but instead radiates from and travels with an object or creature. It provides 20% concealment and lasts one minute per level (maximum 5 minutes). Darkness cannot be removed by Gust of Wind.

* Darkness's original role is now taken up by Fog Cloud, available to Druids/Shamans, Wizards/Sorcerers, and Warlocks (as Breath of the Night, a least invocation). Fog Cloud is a placed AOE zone that provides 20% concealment against melee attackers and 50% concealment against ranged attacks for both people shooting into the cloud and people shooting out of the cloud. Fog Cloud lasts one minute per level (maximum 5 minutes), and can be removed with Gust of Wind.

* Hellspawned Grace improved, and new Lesser polymorph invocation Spider-Shape added. Both invocations now use the vermin shape script and stats, both get fiendish attributes (like fiendish summons), with warlock Spider-Shape being -3 to all attributes per HD range compared to cleric/cavestalker spidershape. This means that at maximum stats (>22 HD), Spider-Shape gets 25 Str, 25 Con, 25 Dex, DR 3/+1, and +1 Fire damage, while Hellhound at maximum stats (>22 HD) gets 28 Str, 25 Con, 25 Dex, DR 3/+1, +1 Fire damage, Dodge, Darkvision, Improved Initiative, and Blindfight. Spellcasting is not permitted in either forms (aside from Hideous Blow and any earlier buffs, ofc). 100% spell failure has been added to spider domain, warlock spider, and warlock hellhound shapes.

* Primal Speed is now a Least invocation.

* All invocations now have their own descriptions, rather than some piggybacking off of other class's descriptions. Several have updated vfx as well.

* All invocations (with the exception of Dreadful Word) are now consistently Somatic-only spells, and no longer have voice lines. Most already were Somatic, but a few leftovers had Verbal. Spell-like abilities in pnp have no somatic or verbal components, other than Warlock spell-like abilities, which use Somatic ones. Dreadful Word still has a verbal component because it is explicitly a spell that involves speaking.

* Frightful Blast no longer has an HD limitation.

* Caustic Web is now ESL 6.

* Misty Vision is now a Greater invocation.

* Starting at level 2, the Warlock can cast the spell detect magic at will.

* Dark One's Own Luck no longer provides a Cha bonus to all three saving throws. The Warlock must now choose which saving throw they wish to increase when they cast the invocation.

* At first level, the Warlock can now choose their pact from a number of options: Devil, Demon, Fey, Slaad, Celestial, or Other. Depending on what pact the character chooses, they may get a bonus language. Devil pact provides Infernal, Demon pact provides Abyssal, Fey pact provides Sylvan, and Celestial pact provides Celestial.

* At first level, the Warlock receives a class lore feat. This feat has no mechanical effects, but provides a longer description of warlock lore than the main class description.

* Hindering Blast and Binding Blast now have sound effects.

* Eldritch Blast hit vfx now work when firing a standard eldritch blast.

* Firestride Exhalation can now be aimed like other cone spells.

* Dread Seizure now lasts a number of rounds equal to the warlock's caster level.

* Beshadowed Blast blind/flatfooted now lasts 3 rounds.

* Several new invocations have been added, detailed below.

Dark
- Eyes of the Oracle: The Warlock can cast the spell eyes of the oracle. This invocation was made years ago, but its 2da was set improperly so it didn't work before.

Greater
- Penetrating Blasts: Penetrating Blasts grants the warlock a +4 bonus to caster level checks to overcome spell resistance, and all eldritch blast attacks made while Penetrating Blasts is active have a chance of lowering the target's SR by 5 if they fail a Will saving throw. Penetrating Blasts lasts 24 hours.

- Enervating Shadow: The Warlock radiates a cloud that grants 50% concealment at night, underground, or while the Warlock is standing in a cloud of Darkness (their own or someone else's). Any creature that enters the cloud must make a Fortitude saving throw or take a -5 penalty to Strength for 5 rounds. Enervating Shadow has a 5 round duration.

Lesser
- Baneful Blasts: Undead Bane Blast has been replaced with Baneful Blasts. Baneful Blasts grants the warlock an additional 2d6 damage against a chosen type of foe. When the invocation is used, the warlock selects a racial type (using the ranger's FE list) as their bane. Baneful Blasts lasts 24 hours. The chosen Bane cannot be changed until the character rests.

- Crawling Eye: The Warlock may cast scrying. When Crawling Eye is cast, the Warlock removes one of their eyes, which grows limbs and can travel at high speeds. Because they have lost one of their eyes, the Warlock takes a 1 point penalty to their Constitution for the duration of the spell, as they must take time to grow a new eye.

- Witchwood Step: The Warlock is immune to web, paralysis, slows, and any other movement-affecting ability, as by the spell freedom of movement.

- Warlock's Call: The Warlock may mentally communicate with others, as by the spell sending.

- Spider-Shape: The Warlock can polymorph into a spider, as if by the spell spidershape. Warlock spider forms are fiendish.

Least
- Heartfire: Quill Barrage has been replaced with Heartfire, and it is now only available to Feytouched, who gain it at Feytouched 4 (sorcerer Feytouched characters gain Extra Spell Heartfire instead). As the druid and bard spell, creatures affected by Heartfire do not benefit from the concealment normally provided by darkness, displacement, invisibility, or similar effects. They also take 1d4 points of fire damage if they fail a Fortitude saving throw, or half on a successful check.

- Miasmic Cloud: The Warlock radiates a cloud of mist that grants the warlock 30% concealment against melee attacks. Any creature that enters the cloud must make a Fortitude saving throw or take a -2 penalty to Strength and a -2 penalty to Dexterity until they leave the cloud. Miasmic Cloud lasts one minute per level (maximum 5 minutes) and can be removed by Gust of Wind.

- Soulreaving Aura: The Warlock harvests spiritual energy from every foe they slay with their eldritch blast, gaining a number of temporary hit points equal to the hit dice of the slain target (up to a maximum of 10) for a number of rounds equal to the target's hit dice (again a maximum of 10). Soulreaving Aura lasts for 24 hours.

- Call of the Beast: The Warlock can speak with beasts and animals, as if by the spell Speak with Animals. Call of the Beast lasts for 24 hours.

- Swimming the Styx: The Warlock grows gills and webbing between their digits, allowing them to breathe underwater. Swimming the Styx lasts for 24 hours.

- Breath of the Night: The Warlock can cast the spell fog cloud.
Non-Warlock Changes

* Death Knell is now a 10 minute/level buff. Whenever you kill a target while Death Knell is active, you gain 1d8 temporary hit points, +2 Strength, and +1 caster level for a number of rounds equal to the hit dice of the slain target (to a maximum of 5 rounds, or 10 extended).

* Darkness now works like pnp Darkness: it is no longer targeted on the ground but instead radiates from and travels with an object or creature. It provides 20% concealment and lasts one minute per level (maximum 5 minutes). Darkness cannot be removed by Gust of Wind.

* Darkness's original role is now taken up by Fog Cloud, available to Druids/Shamans, Wizards/Sorcerers, and Warlocks (as Breath of the Night, a least invocation). Fog Cloud is a placed AOE zone that provides 20% concealment against melee attackers and 50% concealment against ranged attacks for both people shooting into the cloud and people shooting out of the cloud. Fog Cloud lasts one minute per level (maximum 5 minutes), and can be removed with Gust of Wind.

* Water domain 3rd level spell Darkness is replaced by Fog Cloud.

* Obscuring Mist is now available for 1st level clerics/favored souls, druids/shamans, and wizards/sorcerers. Obscuring Mist places a cloud at your feet that provides 20% concealment against melee attackers and 50% concealment against ranged attacks for both people shooting into the cloud and people shooting out of the cloud. Once dropped, the cloud does not move. Obscuring Mist can be removed with Gust of Wind.

* Swarm spells now always summon their maximum amount, unless that spell has a one round cast time or has other effects. This means that Conjure Animals and Lure Shadow Demons will always give their full amount, but Whirlpool will not. Swarm spells also no longer have a 20 round cap.

* Primal Speed is now a level 2 spell for Druids/Shamans and Wizards/Sorcerers and a level 1 spell for Rangers.

* Firestride Exhalation can now be aimed like other cone spells.

* Water Breathing now has a buff frame vfx.
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Re: Coming Soon: Warlock Revamp

Unread post by Rhifox »

Forgot to mention. 100% RCRs will of course be offered for warlock characters, due to the high number of changes.
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Coming Soon: Player Portraits

Unread post by Ewe »

Thanks to Skywing's Client Extension (CE) and Crom's Custom Portrait System, the staff at bgtscc are happy to announce that we will be enabling players to upload custom images to be used as in-game character portraits with the intent to enhance player customization and role play.

Detailed instructions and policies will be announced at a future time when the system goes live.

The main limitation is that in order to view and use custom portraits you must be using Skywing's CE. Those on the default client will not be able to.
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Coming Soon: Order of the Bow Initiate Revamp

Unread post by Rhifox »

In the next patch, the Order of the Bow Initiate class is going to be revamped to fix its longstanding bugs. Because the old system was rather complicated and hard to understand (both from a player perspective, but especially from a coding one), this work is not an attempt at fixing what came before but instead reworking the class as a whole. The new version of the class is all about a small number of high damage bow attacks, aimed at bypassing enemy DR and other missile protection.
Patch Notes for Order of the Bow Initiate Revamp

* Ranged Precision is changing to a combat style mode. Ranged Precision reduces your total attacks to 2 (before Rapid Shot/Haste) but increases your damage per shot by 1d6 at level 1 and for every odd OOBI level, ending at 5d6 at OOBI 9.

* Instead of Sharp Shooting, Blind Fight is given for free at level 6.

* Sharp Shooting is moved to level 10. Sharp Shooting fires a single arrow that, if it hits, negates enemy DR for the next 3 rounds. In addition, Sharp Shooting removes any missile protection effects the enemy might have, such as Storm Avatar. Sharp Shooting can be used 3 times per day.

* OOBI has high Reflex and Will saves, rather than Fort and Reflex. This is more accurate to pnp and the lore of the class.

* OOBI no longer gives Hide and Survival as class skills.

* Bow initiate features only work with shortbows and longbows.
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New DM Request Form

Unread post by Rhifox »

Hello! As you've likely noticed by now, we have a new button at the top left of the forum. This button takes users to a new form where you can fill out details for DM requests. Once submitted, these requests are posted directly to the DM player requests forum for discussion.

BGTSCC has had many issues with player requests over the years we've been active. Our forum is, unfortunately, rather limited, and the PM system leaves much to be desired. Most PMs couldn't be automatically sorted, and there is no search function. Combined with the huge number of PMs we get, coming from new requests, followups to old requests, BCCs from followups or other staff PMs, and so on, PMs fly through DM inboxes at a very fast pace -- a PM received just a few days ago will quickly fall to 2nd or 3rd page, and once there, it might as well no longer exist. In order to better keep track of requests, it is policy for DMs to immediately cross-paste any requests received in PMs to a separate player request forum where it can be discussed and tracked. But if it is not cross-posted, due to DMs being busy with other requests, RL, or simple burn out, this can sometimes result in a PM being missed and falling to the dreaded 2nd+ page, where it becomes lost. This is why we have had the recommendation that players send in reminders if a week goes by without a response -- because this generally means we missed it, and therefore the request might as well no longer exist until you remind us about it so we can go looking through old PMs to find it. While we could certainly do better with making sure everything gets properly cross-posted, and players could do better with sending reminders, I think everyone can acknowledge that this system was far from ideal.

Therefore, we are hoping that this new system will make it much easier to handle request intake and followups by automatically handling the cross-posting and keeping a one-stop-shop for all matters related to the request (beyond followups, which will still be done by PM) in a single place. In addition, by being posted to the forums, requests can be searched and categorized much easier. The form currently includes a few categorizations in a dropdown menu that you select when making the request. This will append that category to the subject line of the request when it is posted to the forums, allowing DMs to see at a glance who the requester is and what type of request they are submitting.

The Request Form
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The Posted Request in the DM Player Request forum.
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We would like to ask players to begin transitioning to using this new system instead of PMing the DM Team (aside from followups or replies to DM PMs). We will be updating the stickied request thread eventually with the new details.

The form could undergo some small changes or additions to categories and questions as we get a better sense for what we need to make this system work best for us.

This system should allow us to better serve our players with your needs. Happy roleplaying!
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Coming Soon: Loot Updates

Unread post by Rhifox »

This coming patch will see some updates to BGTSCC's loot system. This involves new item types for the RIG (random item generator), as well as slightly increased chance of dropping loot table items and useful RIG items in general.

While exact percentages won't be revealed, the changes include the following:

- HP is now a more worthwhile attribute to roll on RIG items. Not only will it roll higher amounts, but it will also increase an item's sale price.

- All RIG armor types can now roll many different types and materials. These types and materials can adjust AC bonus, Dex maximum, armor check penalties, ASF, weight, cost, and so on. Some of the new types allow druids to use non-metal versions of metal armors.
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Armor Types
- Duskwood Breastplate (non-metal mithral breastplate variant)
- Ankheg Plate (non-metal mithral full plate variant)
- Wildwood (non-metal armor variant, slightly better weight)
- Leafweave (rare superior padded, leather, studded, and hide. increased Dex bonus, -5% ASF)
- Shell Armor (Non-metal breastplate, slightly worse skill check, slightly better spell failure)
- Wood/Bone Armor (Non-metal chain shirt, slightly worse skill check, slightly better spell failure)
- Thistledown (very rare superior padded armor, increased Dex bonus, 0% ASF)
- Bronzewood (non-metal armor and shield variant, slightly better skill checks and weight)
- Chitin (non-metal armor and shield variant, slightly better weight)
- Darkleaf (very rare superior non-metal mithral armor variant. Increased Dex bonus and one armor tier lower than normal)
- Spidersilk Armor (very rare Underdark-only superior padded armor, increased AC bonus, -1 skill checks, 10% ASF)
- Entropium (very rare superior heavy armor. One armor tier HIGHER than normal, increased AC bonus, better skill checks and ASF).

Materials
- Spidersilk
- Chitin
- Thistledown
- Flesh
- Leather
- Cloth
- Bone
- Wood
- Shell
- Ankheg
- Melee wooden weapons can now roll metal properties, such as cold iron and alchemical silver. Like axes and halberds, this is reflected in metal parts of the weapon (such as steel caps on the ends of a quarterstaff).

- Baseline RIG items now roll as masterwork items. Masterwork items have +1 AB if a weapon and -1 armor check penalty if armor. This does not affect store or loot table items at this time. This also does not affect any existing items players may have looted.

- RIG mithral, adamantine, duskwood, and zalantar are now masterwork items as specified by pnp.

- RIG gauntlets can now drop with metal material types. It is unclear if these will actually work, but here's hoping. Spike gauntlets (+1 piercing) can also drop.

- RIG mage-specific items (which determines how likely mage properties appear on the weapon) now include dagger and shortstaff.

- RIG accessories (eg jewelry, boots, bracers) are now more likely to roll skills.

- Use Limitation: (Alignment) is now treated as a negative property. This means it is rolled at the same time as other negative properties, rather than separately. This will slightly increase the chance of higher quality items, while slightly lowering the chance of debilitating negative properties.

- New druid-usable variants of bearskin and tigerskin armor added to epic store.

- New mage staffs added to stores and loot table. All new mage staffs now default to a minimum caster level of 8. In addition, mage classes now gain access to the Attune Staff feature, which allows them to use their own caster level to determine the effects of staff spells, instead of the staff's caster level. This should make staffs a much more valuable piece of gear for mages.
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Coming Soon: Epic Spell and Magic Updates

Unread post by Rhifox »

In the next patch, several changes are being made to epic spells to make them act closer to standard spellcasting and epic spellcasting rules. Several epic spells have also been rebalanced. These changes bring up some of the weaker epic spells while bringing down some of the more powerful ones.

- Epic spells now use the caster's proper spell DCs, instead of a static epic spell DC. This may be a small decrease in DC for some low DC casters (as there is no longer a flat +5 epic spell bonus), but for high CL casters, and casters with spell focus feats, players will now be able to have the appropriate DC for what is effectively level 10 spells. The calculation is identical to all other spells, with epic spells being considered as level 10 spells: 10 + 10 + ability modifier + epic CL modifier + other modifiers. Epic Call Lightning Storm will still include its bonus DC.

- Hellball is now full rainbow, and includes 10d6 Cold damage on top of its other damage types. This gives it a total of 50d6 damage instead of 40. In addition, Hellball now has a Tremendous range (up from Huge). However, there is a 5% chance of the mage suffering a 10d6 backlash due to the chaotic power of the hellball.

- Epic Call Lightning Storm now does 40d6 damage, up from 35d6.

- Damnation now has an additional +5 to its DC. However, its death effect is now blocked by dimension anchor/lock, as it is a teleportation spell. Only the death effect is affected by this lock, all other effects continue to work as normal. If the death effect is blocked, the spell is treated as if the target had failed its saving throw.

- Vampiric Feast now has the Death descriptor and obeys death immunity, like Avasculate, and it now only affects living targets, but its shadow is now 20 HD instead of 9, with significantly better stats and a new appearance (One-of-Many model).

- Entropic Husk now has the Death descriptor and obeys death immunity, but its range has increased from small to medium. EffectInsanity has also been adjusted to make it less likely the mob will focus on the caster.

- Epic Mass Heal now also removes many status effects and ability damage alongside its healing.

- Dragon Knight now benefits from summon-buffing feats (eg Spell Focus Conjuration or Beckon the Frozen). Dragon Knight will also last for 50 rounds, up from 30. Dragon Disciples and Dragon Warriors casting this spell have doubled duration. Dragon Knight dragons will also cast their spells at CL 20.

- Epic spell descriptions have been updated to more accurately reflect their epic spellcasting design. They list what seeds are used in their construction, and some descriptions have been updated to accommodate this.

- Epic spells are no longer restricted by caster class, as defined by epic spellcasting rules. This is one of the perks of epic spells. However, Epic Mass Heal requires an investment of 24 points in Lore: Religion in order to be taken by non-divine mages, due to using the Heal sead.

- Warlocks can now qualify for their epic spells at the appropriate invocation level, regardless of their multiclassing.

Other Magic Changes

- Attune Staff: All mages now receive the Attune Staff feat, which allows them to use their own caster level when using Cast Spell: X from quarterstaffs. This should make spell staffs are much more valuable addition to a mage's loadout. A UMD check must be made to attune a staff that is restricted to other classes. This check is made on top of the baseline UMD needed to use class-restricted items. If the check fails, you cannot attune another staff until the next reset. Paladins, rangers, and warlocks also receive Attune Staff, but paladins and rangers are treated as half their CL (as in, equivalent to their pnp caster levels), while warlocks always have to make the UMD check to attune a staff (as all staffs use spells, not invocations).

- EffectConfusion and EffectInsanity now work closer to pnp. Confused creatures to have a 10% chance to attack the caster, 10% chance to act normally, 30% chance to wander aimlessly, 20% chance to run away from the caster, and 30% chance to attack the nearest creature. Insane creatures have a 10% chance to attack the caster, 20% chance to wander aimlessly, 10% chance to run away from the caster, and 60% chance to attack the nearest creature. In addition, when the random check causes them to attack the closest target, they will prioritize NPCs before attacking players. This should make these effects a little more reliable.

- Updated Spells
-- Chaos: Chaos now uses EffectInsanity instead of EffectConfusion.

-- Primal Speed: Primal Speed now lasts 24 hours. It is mutually-exclusive with Haste-effects, though.

-- Dragon Scales: Dragon Scales has been changed to level 3 and renamed Dragonskin. It provides Natural AC at a similar progression to Spiderskin, along with 5-20 DR to a specific energy type based on which dragon you choose when casting the spell (acid (green), electricity (blue), fire (red), cold (white)). Characters with the Draconic heritage gain an additional 1 AC from this spell. Dragonskin lasts 10 minutes per level and can only be used on the caster.

-- Eyes of the Oracle now provides +2 to AC and saves naturally, increasing to +3 if the character has the Draconic heritage feat.

-- Firestride Exhalation now works closer to pnp. You have the choice when casting the spell to use it simply as a fire cone, or to teleport forwards a short distance during the spell's effect.

-- Light spell has a new 'Bright White' option. This option is already available through the 'No Choice' option, but it will now be more clear for players that feel they need this increased lighting effect.

- New Spells
-- Insanity: Insanity is a level 7 sorcerer/wizard spell that casts confusion against a single target. This spell is permanent.

-- Life Ward: Life Ward is a level 4 cleric/favored soul spell that protects a target against positive energy. While this has the obvious effect of protecting undead from heal spells, Life Ward also has an offensive use. Any creature under the effect of Life Ward is immune to all positive energy, including friendly healing spells. If Life Ward is cast against an enemy, that enemy gets a Will save to negate the effect.

- Animate Plants: Animate Plants is a level 7 druid/spirit shaman spell that summons 3+ plant creatures of 8-12 HD for 1 round per level. Alternatively, the spell can be used to cast a heightened entangle.

- New and Updated Magic Functions
-- Descriptors and Subschools have been added to spells, and Deity Alignment has been added to deities. These have limited effect right now, but will be used for expanding the magic system to operate more closely with pnp rules, and make it simpler to make spells and effects interact with each other without having to program in individual exceptions. As an example, the new Life Ward spell checks if a spell has the (Healing) subschool and blocks that spell if it has it.

-- The spellswap function will be moved from the Nexus to the feat lists of spontaneous spellcasters. For sorcerers, favored souls, and warlocks, this will operate as it already does, you will just be able to do it from anywhere. For spirit shamans, they will finally have their pnp retrieve spell feature (prepare like a wizard, cast like a sorcerer). The spellswap feat for shamans will have no cooldown, reflecting their ability to bargain with spirits for their spells each time they rest.

-- Wizard specialists should now correctly get their school display feat, instead of the Generalist feat.
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Coming Soon: Class Companion Updates

Unread post by Rhifox »

In a coming patch (possibly the upcoming one, possibly the one after), several classes will receive updates to their companion features.

- Paladins and blackguards will receive their pnp-appropriate companions: the paladin mount/warhorse or warpony, and the blackguard fiendish servant. These companions are somewhere between a familiar and an animal companion. They are stronger than a familiar, and can be commanded to attack foes, but are not quite as strong as an animal companion. At this time, these horses cannot be ridden. They may offer horse storage.

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- Classes with cohorts (eg thaumaturge, dreadmaster, and pale master) will be able to name their cohorts.

- Classes with animal companions will be able to change their chosen companion, similar to changing a familiar. In addition, their statistics will be aligned closer with pnp, similar to the recent familiar rework.
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Coming Soon: Melee Combat Upgrade

Unread post by Rhifox »

In the Time of Troubles patch, a comprehensive rework of melee combat will be released. This rework grants various combat maneuvers to all characters, as well as a new combat GUI attached to the mode bar which will allow for easy use of these features.

Image

A 100% RCR will be offered to affected characters in this patch. More details will be given closer to launch.

The following changes are planned:

Grappling (quickened action)
Hidden: show
Type of Feat: General
Specifics: Grappling means wrestling and struggling hand-to-hand. It's tricky to perform, but sometimes you want to pin foes instead of killing them, and sometimes you have no choice in the matter. For monsters, grappling can mean trapping you in a toothy maw (the purple worm's favorite tactic) or holding you down so it can claw you to pieces (the dire lion's trick).

<b>Grapple Checks</b>
Repeatedly in a grapple, you need to make opposed grapple checks against an opponent. A grapple check is like a melee attack roll. Your attack bonus on a grapple check is:

<b>Base attack bonus + Strength modifier + special size modifier</b>

<i>Special Size Modifier:</i> The special size modifier for a grapple check is as follows: Huge +8, Large +4, Medium +0, Small -4, Tiny -8. This number is used in place of the normal size modifier used when making attack rolls.

<b>Starting a Grapple</b>
To start a grapple, you need to grab and hold your target. Starting a grapple requires you to have a free hand, and you must make a successful melee touch attack roll.

<i>Step 1: Attack of Opportunity.</i> You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, you must make a Concentration check or the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.)

<i>Step 2: Grab.</i> You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails.

<i>Step 3: Hold.</i> You make an opposed grapple check. If you succeed, you and your target are now grappling. Once grappling, neither target can move.

If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.

<b>If You're Grappling</b>
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions are full round actions.

<i>Release Your Hold:</i> You can always voluntarily release your hold on another character. However, once you are in a grapple, you are also being held. For a grapple to end peacefully, both characters must release their hold.

<i>Activate a Magic Item:</i> You can activate a magic item, as long as the item doesn't require a spell completion trigger (such as a scroll does).

<i>Attack Your Opponent:</i> You can make attacks with unarmed strikes, natural weapons, or light weapons against another character you are grappling. You take a -4 penalty on such attacks. You can't attack with two weapons while grappling, even if both are light weapons.

<i>Cast a Spell:</i> You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than one round and it has no somatic or material components. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell.

<i>Escape from a Grapple:</i> You can escape a grapple by winning an opposed grapple check in place of your normal round. You can also make an Escape Artist check in place of your grapple check, if it is higher.

<i>Pin Your Opponent:</i> You can hold your opponent down by winning an opposed grapple check as a full round action. Once you have an opponent pinned, you have a few options available to you (see below).

<b>If You're Pinning an Opponent</b>
Once you've pinned your opponent, he's at your mercy. Neither of you can make attacks or cast spells against one another, but you have several other options you can use instead. As long as you do nothing else, you can hold a pinned opponent indefinitely (or until he makes a successful grapple check to escape from the pin). You may also attempt to attack your target with an unarmed strike. If you attempt an attack while pinning, your first attack is spent on maintaining the pin with an opposed grapple check. If you fail this check, you lose the pin and all your other attacks for that round.

<i>Execute Your Opponent:</i> While pinning, you can deal damage to your opponent equivalent to an unarmed strike. If you win, you deal lethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). Unless you are a monk, you take a -4 penalty on your grapple check.

<i>Incapacitate Your Opponent:</i> You can attempt to incapacitate your opponent instead of executing them. This ability is identical to execution, but the damage is nonlethal rather than lethal, and non-monks do not take the -4 penalty on the grapple check.
Use: Selected.
Special: All characters receive this feat for free.
Improved Grapple
Hidden: show
Type of Feat: General
Prerequisite: Dex 13, Improved Unarmed Strike.
Specifics: You are skilled in martial arts that emphasize holds and throws. You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks (regardless of whether you started the grapple).
Use: Automatic.
Grapple Focus (+Greater, ++ Epic)
Hidden: show
Type of Feat: General
Prerequisite: Base attack bonus +1 or higher.
Required for: Greater Grapple Focus (fighter only).
Specifics: A character with this feat is particularly skilled at grappling, gaining a +1 bonus on all grapple checks (regardless of whether you started the grapple).
Use: Automatic.
Legendary Wrestler
Hidden: show
Type of Feat: Epic
Prerequisite: 21st level, Str 21, Dex 21, Escape Artist 15, Improved Unarmed Strike.
Specifics: You are exceptionally proficient at grappling. You gain a +4 bonus on all grapple checks (regardless of whether you started the grapple).
Use: Automatic.
Knockdown (+Improved) (quickened action)
Hidden: show
Type of Feat: General
Specifics: A character with this feat can attempt a special knockdown attempt. A character may only knock down creatures that are one size larger than itself or less. The attacker a melee touch attack against his target. This provokes an attack of opportunity from the attacker's target. If the touch attack succeeds, the attacker makes a d20 roll modified by his strength bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus. If the attacker meets or beats the defender's roll, the defender is knocked down. If the attacker loses the opposed check, the defender may immediately react and make a strength check opposed by the attacker's dexterity or strength check to try and knock him down.

Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon.

Some weapons can be used to make knockdown attacks. If a valid weapon is used, the attacker is disarmed if he loses the opposed check instead of provoking a knockdown attempt by the defender. Valid weapons include flails, halberds, kamas, scythes, sickles, and whips.

A character with Improved Knockdown can attempt to knock an opponent down as an instant action, and no longer provokes an attack of opportunity when making a knockdown attempt. In addition, he gains a +4 bonus on the strength check to knock an opponent down.
Use: Selected.
Special: All characters receive this feat for free.
Disarm (+Improved) (quickened action)
Hidden: show
Type of Feat: General
Specifics: The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attacker and the defender make opposed attack rolls with their respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the attacker meets or beats the defender's roll, the defender's weapon is disarmed. If the defender beats the attacker's roll, he may immediately react and attempt to disarm the attacker with the same sort of opposed melee attack roll. This attempt does not provoke an attack of opportunity.

The attacker can attempt to disarm the defender's mainhand weapon, their offhand weapon (but not shields), or their hands. If the defender wins the opposed attack roll, his disarm automatically targets the attacker's mainhand weapon.

Some weapons give a bonus on disarm attacks. If a valid weapon is used, the attacker gains a +2 bonus on the attack roll to disarm his opponent. Valid weapons include flails and whips.

A character with Improved Disarm gains a +4 bonus on the opposed attack roll he makes to disarm his opponent and no longer provokes an attack of opportunity. In addition, the opponent does not receive a chance to disarm the character.
Use: Selected.
Special: All characters receive this feat for free.
Feint (+Improved) (quickened action basic, instant action improved)
Hidden: show
Type of Feat: General
Specifics: The Feint feat can be used to deny your opponent their DEX bonus to AC for a combat round. In order for it to succeed you make a Bluff check with a target DC of the target's Base Attack Bonus plus their Spot skill. Regardless of whether their DEX bonus is removed, you only get a single attack that round (but Haste does stack with it). This feat is especially useful for rogues who can Sneak Attack with it. Any non-humanoid gets a +4 bonus to its DC. And against anything with a 1 or 2 intelligence it gets a +8 bonus to its DC. You can't feint against a non-intelligent creature.

A character with the Improved Feint feat only loses one attack when making a Bluff check to feint. A cleric with the Trickery domain receives the Improved Feint for free, even if he does not meet the prerequisites.
Use: Selected.
Special: All characters receive this feat for free.
Create Diversion (full round action; Huge AOE centered on character)
Hidden: show
Type of Feat: General
Specifics: You can use the Bluff skill to help you hide. A successful Bluff check opposed a Sense Motive check by all creatures within a Huge radius of you gives you the momentary diversion you need to Hide while people are aware of you. This usage does not provoke an attack of opportunity.
Use: Selected.
Special: All characters receive this feat for free.
Shield Bash (+Improved) (instant action, mode)
Hidden: show
Type of Feat: General
Specifics: You can bash an opponent with a shield, using it as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action.

A character with the Improved Shield Bash feat can bash with a shield while retaining its shield bonus to Armor Class.
Use: Selected.
Special: All characters receive this feat for free.
Fighting Defensively (instant action, mode)
Hidden: show
Type of Feat: General
Specifics: You can take a penalty of -4 on your attack modifier and add +2 as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus.
Use: Combat Mode.
Special: All characters receive this feat for free.
Combat Expertise (instant action, mode)
Hidden: show
Type of Feat: General
Prerequisite: Int 13+, base attack bonus +1.
Required for: Improved Disarm, Improved Feint, Improved Knockdown, Whirlwind Attack
Specifics: You can take a penalty of as much as -5 on your attack modifier and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus.
Use: Combat Mode.
Parry/Total Defense (instant action, mode)
Hidden: show
Ability: Dexterity.
Requires Training: No.
Classes: All.

Total Defense allows the character to block and parry incoming attacks and make spectacular counterattacks. The character receives a +4 dodge bonus to armor class, but is unable to make regular attacks, cast spells, or use items. This dodge bonus increases by +2 if the character has 5 or more ranks in Total Defense. This bonus increases to +6 if the character has 25 or more ranks in Total Defense, for a total of +10 bonus to AC.

Check: The DC is the modified attack roll of the incoming blow. A successful Total Defense check means that the attack does not damage the character, even if the roll would have overcome the character's armor class. A character may only block a number of attacks per round equal to the number of attacks per round available to the character.
Special: If Total Defense is successful and the difference between the roll and the DC is ten points or greater, a counterattack occurs. A counterattack is a free attack made by the character against the blocked opponent. The first counterattack in a round is made with a full attack bonus and subsequent counterattacks are made at -5, -10, -15, and so on.
Use: Select the Total Defense mode. The character will remain in Total Defense mode until the mode is exited. Characters cannot use items or cast spells while Total Defense mode is active.
Tumble
Hidden: show
Ability: Dexterity.
Requires Training: Yes.
Classes: All.

The character with high tumbling is able to roll away from attacks during combat, positioning themselves safely at all times. When using the Fighting Defensively action, a character with 5 or more ranks in Tumble gains a +1 dodge bonus to armor class. This bonus increases to +3 if the character has 25 or more ranks in Tumble.
Check: DC 15 to avoid attack of opportunity while moving. DC 25 to move through an enemy's space, increasing by +2 for each additional enemy. DC 35 to kip-up after being knocked down.
Use: Automatic.
Other Class and Feat Changes
Thief Acrobat
Hidden: show
Kip-Up: Changed from capstone feat to 1st level feat. Automatically succeeds at Tumble checks to stand up immediately after being knocked down (functionally 2 seconds of knockdown rather than the normal 6).

Agile Fighting: First bonus is now given at 2nd level instead of 1st. This bonus increases to +2 at 4th level. Agile Fighting grants immunity to knockdown at 4th level.

Improved Knockdown: Now granted at 3rd level instead of 2nd.

Springboard: Lasts only one round, instead of two. DC now uses TA class level x2 instead of HD/2. Moved to capstone slot.

All Thief Acrobat abilities no longer work if the character is using a shield heavier than light.
Duelist
Hidden: show
Elaborate Parry: No longer gives extra deflection AC per 6 ranks of Parry. Now gives a dodge bonus to AC equal to the number of levels the character has in Duelist when using Fighting Defensively or Total Defense/Parry. (this means a Duelist 10 with >=25 Tumble and >=25 Total Defense/Parry gets -4 AB +15 AC when Fighting Defensively and +20 AC when in Total Defense/Parry.
Man-at-Arms
Hidden: show
Tumble: No longer a class skill.
Armor Optimization
Hidden: show
No longer applies to light armor.
Weapon, Shield, and Armor Proficiency
Hidden: show
All characters can equip all weapons and armor, regardless of if they have the appropriate proficiency. When using weapons that you aren't proficient in, you receive a -4 to the attack roll. When using armor or shields that you aren't proficient in, you receive the armor or shield's armor check penalty to attack rolls and all physical skills (Tumble, Parry, Escape Artist, Survival, Hide, Move Silently, Open Lock, Disable Device, Set Trap, Concentration, Sleight of Hand, and Spellcraft.)

Other notes:
- Disarm no longer checks disarm flags on creature blueprints. It will work on all creatures with weapons.
- Tumble no longer gives +1 passive AC for every 10 ranks. Its bonuses are applied to the fighting defensively mode instead, as noted in the Fighting Defensively section.
- Fighting Defensively and the changes to Combat Expertise should ensure that its AB penalties apply to touch attacks. Spells and items can still be used while in these modes, though this may change in the future. Spells and items cannot be used with Total Defense.
- Freedom of Movement can be used to defend against grappling from PCs or Bigby spells.
- Combat GUI can be used while in other forms. This may require changes to polymorph/shapechange/wildshape.

Other features may be included with this patch. This post will be updated if needed.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
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