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Re: NEXT UPDATE: Spellfocus Conjuration

Posted: Tue Aug 01, 2017 9:48 am
by dedude
Yes they function just as any selection from the planar spells.

Re: COMING SOON : Harper Scout

Posted: Fri Aug 04, 2017 3:26 am
by freekender
According to the updates log posted today, some shanges have been introduced to the Harper Scout:
Revision: 238
Author: Valefort
Date: Thursday, August 3, 2017 7:25:54 AM
Message:
Slight changes to Harper Mage and Scout feat for technical reasons. Bear roar icon.
Revision: 231
Author: Valefort
Date: Tuesday, August 1, 2017 4:18:09 AM
Message:
Updating the Harper scout class TLK entry to reflect the skill requirement change.
Revision: 957
Author: Valefort
Date: Thursday, August 3, 2017 7:26:43 AM
Message:
Harper Mage and Scout skill focus and spell focus choice workaround.
Which are these changes exactly?

Re: COMING SOON : Harper Scout

Posted: Fri Aug 04, 2017 4:35 am
by Valefort
Nothing that matters for the player, it's just the way of doing thnigs behind that was changed.

Re: NEXT UPDATE : Harper Mage

Posted: Fri Aug 04, 2017 9:37 am
by Hawke
Valefort wrote: Fri Aug 04, 2017 6:44 am Was changed to :
Harper Mage

The Harper mage has two principal responsibilities: They aid the Harpers with spells and arcane knowledge, and they study, record, and pass on ancient lore.

Requirements:
Alignment: Any non-evil.
Skills: Concentration 4 ranks, Knowledge (arcana) 8 ranks, Knowledge (local) 5 ranks, Knowledge (any other) 4 ranks, Sense Motive 2 ranks, Spellcraft 8 ranks.
Feats: Alertness, Iron will
Spellcasting: Able to cast arcane spells of 3rd level (Wizard or Sorc or Bard).

Class Features:
Hit Die: d4
Base Attack Bonus: Low
High Saves: Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int Modifier.
Class Skills: All crafting skills, Bluff, Concentration, Diplomacy, Disguise, Heal, Hide, all Lore skills, Listen, Move Silently, Perform, Sense Motive, Spellcraft, Spot, Tumble.

Class Abilities:
Level 1: Harper's knowledge
Level 2: Arcane theory, Oghma's insight
Level 3: Extend Spell
Level 4: Mystra's Boon
Level 5: Specialist

Spellcasting: A Harper mage's training focuses on magic. Thus, when a character gains a new level of Harper mage, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, for example).
If a character had more than one arcane spellcasting class before she became a Harper mage, she must decide to which class she adds each level of Harper mage for purposes of determining spells per day when she adds the new level.

Harper Knowledge: Like a bard, a Harper mage has a knack for picking up odd bits of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper mage has bard levels (or levels in another class with the same ability, such as loremaster or Harper scout), her Harper mage levels and bard levels (or levels in the other appropriate class) stack for the purpose of using Harper knowledge.

Oghma's Insight: As lorekeepers, Harper mages develop a keen interest in many fields. The Harper mage gains a free Skill Focus feat in any one Knowledge skill.

Arcane Theory: At 2nd level, the Harper mage gains Skill Focus Spellcraft. This represents an introduction to theories of magic from other civilizations through study and preservation of old lore.

Mystra's Boon: Harper mages gain a +2 insight bonus on all saves against magical effects.

Specialist: At 5th level the Harper mage focuses his study on the spell school of his choice. The Harper Mage gains a Spell Focus feat.
Love the changes Valefort, much more useful.

Instead of the conjure the two vigor potions a day, could it be changed to the Healing pool the harper priest is going to get? You know, to be more team oriented :D I know it was the original.. but still a nice thing to have for the party.

And can we add appraise for the mage? Please?


Again I say, thank you for the work on this.

Re: NEXT UPDATE : Harper Mage

Posted: Fri Aug 04, 2017 10:45 am
by Hawke
Valefort, a bug on this...well maybe not a bug, but a definite public service announcement.

The level 5 spell focus feat you get for free (well not for FREE lol) it literally gives you Spell Focus.

If you already have the same spell focus and you take it, nothing happens. It doesn't give you greater spell focus, it is just a lost feat.

Just something for folks to think about when planning.

Re: NEXT UPDATE : Harper Mage

Posted: Fri Aug 04, 2017 11:15 am
by Valefort
Ah yeah I didn't make any check, it's the full list of the spell focus feats, not just the ones you don't have. I'll change that, in the meantime be careful :P

Re: NEXT UPDATE : Orcish War Drummer

Posted: Mon Aug 07, 2017 1:24 pm
by aaron22
instead of further hijacking the other thread. i want to continue to express how the DC cap should be withdrawn.

without getting into build concepts as i have run through a lot of versions, there are more concepts that become viable if you drop the DC cap. this is essentially what you were going for. correct?

thinking that 32 DC is high enough for a 5 level PrC is incorrect thinking. having a high DC for that feat takes a 30 level investment of two skills. some of them at a 2 for 1 penalty. or costing another feat early on. so this is not some feat that is assumed to work at 32 but actually needs 30 levels of investment to get to that mark.

consider the difference between who and what is effected by a DC 32 vs a DC 42. it has nearly no difference if you are trying to limit PvP applications and really only applies to PvE. and that is fine. allowing it to have a cap that low makes it useless at epic levels. at 42, it might actually land and even then it will only be some of the mobs (mostly semi intelligent or lower ones) and no bosses that i can think of.

so... you sure it's
Valefort wrote: High enough.
?

Re: NEXT UPDATE : Orcish War Drummer

Posted: Mon Aug 07, 2017 2:50 pm
by Valefort
For your information creatures as epic as fire giants have 20 will save or less, so 32 is quite high enough I think. Skill point cost could be lowered, like /2 instead of /3 but otherwise it seems good to me.

Re: NEXT UPDATE : Orcish War Drummer

Posted: Mon Aug 07, 2017 4:22 pm
by aaron22
so a fire giant fighter mob has a save of d20+20 so a roll of 12 or higher will fail and cause said fire giant fighter mob -2 H/D/S.. that is not awesome. and while 32 is ok. if you are able to dedicate points and make the OWD a focal point of your build. put a lot of points into intim/perform to make that a 42 DC would make it possible for higher will mobs to possibly be affected. most builds wont have the ability to get it that high. i imagine most builds will try to get close to 32ish. but if it were opened up, other concepts that focus on the debuff more can be made. to me that is a good thing.

as far as making it /2. that is not at all what i am asking for here. i personally like that it will be tough and dedication must be made if you want. having it /3 is awesome and if it had no cap would be perfect. you think 32 is fine. a lot of builders will agree and only push that far. some may only push SPs to DC30. but if it were uncapped it lets the players build to a cap they decide depending upon theme they are working. and it doesnt make the builds that want to push to 42 over powered. just allows them what they want to build. and have it present itself mechanically in the game.

Re: COMING SOON: Polymorph & Shapechange Forms

Posted: Mon Aug 07, 2017 5:52 pm
by JCVD1
And make the golem forms actually immune to magic like they are suposed to!

Re: NEXT UPDATE : Cavestalker changes

Posted: Thu Aug 10, 2017 8:21 pm
by Steve
mrm3ntalist wrote:- Full caster progression only for rangers and druids.
FYI: Cavestalker does not appear to progress spellcasting. I was assuming the Cavestalker would grant a Spell Progression Feat at Level 1, but that is not the case (unlike Thaumaturge and other PrCs).

I've Rested a newly RCR'd druid/cavestalker, and will wait on a Server Reset to see if the spell progression eventually applies.

If that is so, at least, I'll make an edit to the Wiki/Forum entries for Cavestalker that states such is necessary (when building/RCRing with Cavestalker levels).

Re: NEXT UPDATE : Cavestalker changes

Posted: Thu Aug 10, 2017 8:24 pm
by Valefort
Just relog.

Re: NEXT UPDATE : Cavestalker changes

Posted: Thu Aug 10, 2017 8:35 pm
by Steve
Valefort wrote:Just relog.
It took 2 relogs to work!! lol.

You tricky guys you....

Re: NEXT UPDATE : Cavestalker changes

Posted: Fri Aug 11, 2017 8:25 am
by Steve
AoS wrote:Balances the cavestalker vermin shape due to previous wildeshape changes.
Can someone please elucidate on these changes?

The old system was: "As you grow in power you vermin shape also increases, gaining 4 strength, 3 constitution and dexterity every 4 levels(lowest is 10,10,10). Growth progressions at level 6...."

And I worked out the "old" progression:

STR, CON, DEX
6: 10,10,10
10: 14,13,14
14: 18,16,18
18: 22,19,22
22: 26,21,26
26: 30,24,30
30: 34,27,34

Re: Next Update, new PC head models and appchanger update

Posted: Tue Aug 15, 2017 4:41 pm
by deserk
Any chance some of this could be added? A good chunk of great hairstyles and armours here.

https://neverwintervault.org/project/nw ... de-version