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Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Wed Mar 14, 2007 12:59 pm Reply with quoteBack to top

Please note that the changes listed below are for the most part now adopted in the 1.12 spell fix which adopted Player1's fixes. Dex has many other bug fixes in addition to Player1's but these fixes make the spells match the spell description.

Changes specific to dex at this moment mainly involve the following spells
True Seeing - Just boosts spot, gives see invisible, and infravision
Bigby Hand Line of spells is changed.
IGMS line of spells is reduced in power.
Divine Power is reduced in power.
Undead Summons are empowered, and based on caster level and feats.
Warlock blasts are boosted - will work on fixing the warlock to match more powerful PNP version.
Radial versions of dispel and silence.
Invisibility Purge actually works like an AOE that prevents invisibility for the duration.
Sacred flames - damage is supposed to be half fire, and half divine but the fire damage acted like divine damage. Half the damage was removed until such time as the damage can be is fixed.
Energy Immunity only will protect one element at a time.

The following changes are in effect, but need to be removed from this list since so many are official, or are just minor tweaks.

-- Pain

Acid Fog Failed fort save reduces movement speed only, not damage. Damage properly rolled for each target.
Aid Does not stack with itself, Does not end when temp HP depleted, Bonus HP properly calculated
Amplify Listen increase 10+Casterlevel/3 (was +20)
Animate Dead Full details here.
Assay Resistance Proper 6sec/lvl duration
Aura of Despair (blackguard) Undispellable
Aura of Glory Only caster gets CHR bonus, others get proper Fear save bonus
Aura of Vitality Does not stack with itself
Avasculate Damages Target either 50% Hitpoints, CasterLevel*10, or 150 HP, whichever is lowest
Bane Proper 60sec/lvl duration, instead of just 20sec
Banishment Area of effect corrected
Barbarian Rage Fatigue is not applied when resting cancels rage, Tireless Rage elimates the -2 AC as level increase (-1 AC at 12, -0 at 21 AC)
Bardic Songs BOOST no longer cancel active Inspirations
Battle Master (cleric domain) DR not bypassed by Adamantine
Battletide (both) Gets properly dispelled (caster won't keep attack/damage bonus) and doesn't stack
Bear Endurance Does not stack with itself
Beguiling Influence +WarlockBonus to Charisma (added), Bluff, Intimidate, Taunt (replaces Diplomacy) (was +6)
Bibgy's Hands Modified DC, Full details here.
Blade Barrier Evasion properly defends against damage
Bless properly affects area around target and not caster
Body of the Sun Evasion properly defends against damage, spell cannot affect target more than once a round (ASDF exploit), damage is properly calculated when previous target makes save
Bombardment Does a single reflex save vs damage and knockdown (was doing 2)
Brimstone Blast d6(WarlockBonus)/2 Damage (was d6(2)), 1/2 Fire, 1/2 Acid (was all fire)
Bull Strength (Blackguard Feat) Blackguard lvl <6 = +4, lvl < 10 = +6, lvl 10 = +8
Chilling Tentacles Auto-hit/miss on natural 20/1, Attack Bonus = d20() + CasterBAB + CHR Bonus (was d20()+4), duration +WarlockBonus rounds, +WarlockBonus added to tentacle damage, max 1 save per round
Cloud of Bewilderment Respects poison immunity, single SR check
Cloudkill Gives proper CON decrease to all creatures, doesn't abort script when a creature with immune to poison is checked
Color Spray High levels no longer affected by Sleep effect, Immune to Mind protects from blindness, Mind Immunity vs Alignment fixed
Create Undead/Greater Undead Full details here.
Creeping Doom Auto-hit on natural 20, auto-miss on natural 1, Duration corrected and can be properly Extended with metamagic
Crushing Despair Properly adds -2 Skill penalty, won't ever affect caster and can be completely dispelled, Mind Immunity vs Alignment fixed
Curse of Impending Blades undispellable, can only be removed by Remove Curse
Curse of Despair Stats decrease by -3 (was -2) just like Bestow Curse. -1 to hit on failed save last proper 10 rounds (was perm).
Dark Foresight Duration extended to CasterLvl Hours (was Rounds), CasterLvl*10 DR (was capped at 150), DR increases from 10 to 15 at lvl 18, 20 at lvl 20, Does not stack with itself
Death Knell Does not end when temp HP depleted, if target makes save you don't lose effects from previous spell cast
Deathless Frenzy (frenzied berserker) non-dispelable
Deep Slumber Affects all creatures in area of effect, up to 10+CasterLevel HD affected, duration 3 rounds+1 sec per Casterlevel
Devil's Sight Same as True Seeing Spell + Ultravision
Devour Magic Modified DC, Temp Hitpoint don't stack, BOOST gain +3 HP per Spell Level dispelled Full details here.
Disarm/Improved Disarm The disarmed weapon is returned to the owner's inventory. The disarmed character suffers a 50% movement rate decrease, and -5 ab for 2 rounds
Disintegrate Does proper Ranged Touch attack instead of Melee touch and can be Empowered, properly shows VFX
Dismissal Properly affects death-immune targets, doesn't skip targets when others banished.
Dispel Magic Modified DC, Full details here.
Divine Power NERF BAB of Fighter of same CASTERLEVEL as Cleric (was Hitdice) for CasterLevel seconds
Divine Wrath (divine champ) DR not bypassed by Adamantine
Dominate Monster Duration shortened vs. PC to 3 + CasterLvl/4 rounds
Duergar Enlarge Won't stack with other size increasing effects
Earthquake Knockdown dc changed from static 15 to Caster DC, Damage uncapped to 10+Level/3 (was 10)
Eldritch Blast +WarlockBonus added to blast damage, Double Damage on Crit Touch, properly shows VFX, doesn't remove previous Essence effect if the target succeeds the save on next blast
Eldritch Chain Doesn't arc to secondary targets when primary target missed, doesn't check ranged attack vs secondary targets twice
Energy Drain Required ranged touch attack, No longer allows a saving throw
Energy Immunity Can only be immune to one energy type at a time via this spell. Subsequent castings will remove the first immune type before providing the new immune type.
Entangle Won't affect friends in first round, properly affects all enemies in first round.
Entropic Warding 20% Conceal vs Ranged Attacks, +WarlockBonus to Move Silent/Hide (was 4), Duration 24 hours (was Turns/Level)
Etherealness Caster Only, Duration 12+CasterLvl seconds
Ethereal Jaunt Caster Only, Duration CasterLvl seconds
Evards Black Tentacles Auto-hit on natural 20, auto-miss on natural 1, Attack Bonus = d20() + CasterBAB + CasterStatBonus (was d20()+4), +CasterStatBonus added to tentacle damage, max 1 save per round
False Life Does not stack with itself
Fear (aura) Does not affect characters immune to fear
Feeblemind Ability loss properly maximized
Fiendish Resilience Regen CasterLvl/3 HP per round for 10+CasterLvl/2 rounds (was 1, 2, or 5 for 20 rounds). NERF Epic FR feat doubles this amount (was 25).
Firebrust Evasion properly defends against damage
Firestorm Fire and Divine damage is applied separately (was not applying divine damage when fire save was made)
Flame Arrow Fixed issue with Mantles & SR - Mantle check done once, SR check done per missle
Flame Strike Fire and Divine damage is applied separately (was not applying divine damage when fire save was made)
Flee the Scene All Targets get full haste, affects all allies in RADIUS_SIZE_HUGE, duration extended to 5 * WarlockBonus CasterLvl Turns
Freedom of Movement Doesn't cancel movement decreases caused by other spells (Stone Body, Tortise Shell, etc)
Frenzy (frenzied berserker) properly gives extra attack per round, non-dispelable
Frightful Blast Cause Fear affects creatures of all levels (was 6 HD or less).
Ghostly Visage Gives proper 5/magic DR
Ghoul Touch Ghoul Fog dissipates if paralysis removed, Ghoul Fog properly reduces attack by -2, doesn't affect creatures immune to mind affecting
Grease No save vs. Movement Speed decrease
Greater Heroism Does not stack with itself, Does not end when temp HP depleted, proper 60sec/lvl duration, immunity to fear added
Greater Invisibility Concealment effect doesn't get canceled after attack, Invisiblity returns after combat ends
Greater Magic Fang Adds proper enhancement bonuses to natural weapons, properly cancels effects when druid ends wildshape
Greater Restore NERF Does not heal to full hitpoints, uses Heal Spell formula
Heal/Harm Require proper touch attack on hostile targets
Hideous Blow Grants +WarlockBonus Attack Bonus (until next successful hit), does double Eldritch damage
Hiss of Sleep Duration 7+CasterLevel/5 rounds extendable
Ice Storm Properly continues when a target is killed
Implacable Foe (warpriest) properly gives +20 HP to allies
Improved Invisibility (assassin) Properly dispelled by Dispel Magic and Invisibility Purge
Improved Mage Armor Proper 1hour/lvl duration, +6 AC
Infestation of Maggots Respects disease immunity, properly kills target when CON reaches zero
Inflict Wounds (All) Score Critical hit for 2x damage.
Inflict Serious (Blackguard Feat) Does d4(BGLevel)+BGLevel damage. Critical hit for 2x damage.
Inflict Critical (Blackguard Feat) Does d6(BGLevel)+BGLevel damage. Critical hit for 2x damage.
Inspire Frenzy (frenzied berserker) properly gives extra attack per round, properly gives +6 STR
Invisibility Sphere aeo terminates properly if invisiblity on caster ends
Iron Body DR is limited to 10 * Casterlvl (max 150)
Ironskin Chant properly gives 5/- DR
Isaac's Missle Storms Mantle check done once per spell, SR check done once per missle, doesn't skip targets if friends nearby
Joyful Noise now works on party members
Leaps And Bounds +WarlockBonus to Dexterity, and Tumble (was +4)
Least Spell Mantle Proper bonus when maximized
Lesser Spell Mantle Proper bonus when maximized
Magic Circle vs Good/Evil now works on party members
Magic Fang Adds proper enhancement bonuses to natural weapons, properly cancels effects when druid ends wildshape
Magic Missle Fixed issue with Mantles & SR - Mantle check done once, SR check done per missle
Mass Charm Monster Creatures properly charmed after finding PC in AoE (was dazing creatures after finding a PC)
Mass Cure/Heal Mass Heal won't heal enemies; MC spells use Will save vs Undead; MC Serious Wounds rolls proper 3d8; Warpriest MC Light Wounds properly Empowered/Maximized, Augment Healing doesn't affect potions/scrolls.
Melf Acid Arrow Ignores SR, proper duration, doesn't end extended damage if recast and new arrow misses
Meteor Swarm Singe SR check, Proper damage for creatures at swarm center
Mind Fog Doesn't affect creatures immune to mind affecting, properly considers alignment
Mirror Image All images removed properly on dispel, meta-magic Maximize adds proper # of images
Moon Bolt Can be properly empowered or maximized
Nature's Avatar Does not stack with itself, Does not end when temp HP depleted, proper +10 bonus to damage, instead of +2d6, NERF gives +1 AB per 3 CasterLevels (was 10)
Pilfer Magic Modified DC, Full details here.
Poison Added missing Melee Touch Attack roll
Prismatic Spray Properly applies 2 effects 12.5% of the time, saves not checked twice, Flesh to Stone properly applied to all in AOE
Ray of Enfeeblement Gives proper STR decrease with meta-magic.
RDD Breath Weapon Ignores SR, proper damage, 120 second cool down
Regeneration Does not stack with itself
Rejuvination Cocoon Properly doubled when Extended with Metamagic, DR not bypassed by Adamantine
Remove Fear now works on party members
Remove Paralysis now works on party members
Restoration(s) Don't cancel effects from Enlarge, Righteous Might, and others spells
Retributive Invisibility Stun properly lasts 1 round, effects properly removed on dispel, Does full Eldritch Blast Damage up to 9d6 (was 4d6)
Retributive Invisibility Stun properly lasts 1 round, effects properly removed on dispel, Does full Eldritch Blast Damage (up to 9d6, was 4d6)
Righteous Might Proper 6sec/lvl duration, proper DR vs Evil/Good instead of resistance to Pos/Neg
Sacred Flames Fixed bug that bypasses fire resistance, and effect is removed when a weapon is equipped.
Scare Properly affects multiple targets and can be properly dispelled
See the Unseen Grants See Invis, DarkVision, and +1 Spot per Caster Level
Shade properly gives shield bonus, Does not stack with itself
Shadow Evade (shadow dancer) DR properly works
Shroud of Flame Does not stack with itself, dispells completely, metamagic works properly
Sleep Affects all creatures in area of effect, up to 5+CasterLevel/2 HD affected, duration 2 rounds+1 sec per Casterlevel
Song of Freedom doesn't apply effects to caster twice
Song of Heroism Does not end when temp HP depleted, Bard Not in "Pain!"
Spell Resistance Will not stack with subrace SR
Stench Aura Does not affect characters immune to poison
Stone Body DR is limited to 10 * Casterlvl (max 150)
Storm Avatar Properly doubled when Extended with Metamagic, under level 20 gives 2d4, 21-25 gives 2d6 and 26+ gives 2d8 electric damage, NERF Ranged Concealment reduced to 50% (was 100%)
Storm Avatar (Storm Lord) under level 20 gives 2d6, 21-25 gives 2d8 and 26+ gives 2d10 electric damage, NERF Ranged Concealment reduced to 50% (was 100%)
Storm Lord Weapons Automattically applies to any equipped throwing weapon or spear for the duration of the effect
Storm of Vengence Gives proper 3d6 electric damage and stuns for 1 round on failed reflex save (was 6d6 and 2 rounds)
Sunbeam Does a single reflex save vs damage and blindness (was doing 3), respects evasion
Sunburst properly respects Improved Evasion, removed double save check
Swamp Lung Existing spell effects not removed if recast
Tasha's Hideous Laughter Properly checks for Mind Immunity vs Alignment, -4 penalty when race not same as caster changed to +2 when race is the same as caster.
Tenacious Plague Auto-hit/miss on natural 20/1, Attack Bonus = d20() + CasterBAB + CHR Bonus (was d20() + 4 + CHA Mod*2), +WarlockBonus added to swarm damage, properly dispelled, ends on death
Tensor's Transformation Does not end when temp HP depleted
Terrifying Rage DC is (Intimidate Skill + Barb Level) / 2
The Dead Walk Full details here.
Thundering Rage NERF Adds 2d4 Sonic to weapon(s) (was 2d6)
Tortoise Shell Properly doubled when Extended with Metamagic, gives proper AC bonus, NERF Can't be empowered, Self-Only
True Sight Grants 5+Level/3 Spot bonus, Ultravision and See Invisible Full details here.
Tymora's Smile (harper) proper duration of 5 turns
Vine Mine - Camouflage Wont't run Vine Mine Entangle on targets in the aoe each round
Vine Mine - Entangle Hits targets in first round, skips targets already entangled
Vitriolic Blast +WarlockBonus added to impact damage
Vitriolic Sphere damage stops correctly after a save, Evasion properly defends against damage
Voracious Dispelling Modified DC, BOOST does 3 HP damage per spell level removed (was 2 per warlock level) Full details here.
Wall of Fire Corrected damage calculation to do proper 2d6+CasterLevel damage
Weird Will Save vs DC+3, Fort save failure takes CasterLevel Magic and Negative damage. Properly handles immunity to mind vs alignment
Word of Faith Considers PM Created Undead to be 1/2 HD and doesn't not auto-destory them

AOE Spell Stack NERFThe number of aoe spells a caster can cast at once is limited. Full details here.

* Special Thanks to Player1 on the NWVault for his work identifying, compiling and correcting many of these issues

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for


Last edited by Seed on Tue Dec 18, 2007 11:21 pm; edited 64 times in total
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Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Wed Apr 04, 2007 10:23 am Reply with quoteBack to top

BIGBY'S HAND CHANGES

( Notes added to dex.tlk when it's released )

Interposing Hand wrote:
Target does a Reflex Save:
Arrow success avoids spell effects
Arrow failure lowers AB by Caster's Spell Stat Modifier [max 10] for 1+CasterLevel/6 rounds


Forceful Hand wrote:
Target does a Fort Save:
Arrow success avoids spell effects
Arrow failure Dazes target for 3 rounds
Arrow failure Target does a Reflex save:
Indent_arrow failure Knocks target down for ½ duration (9 secs)


Grasping/Clenching/Crushing wrote:
Spell does damage and attempts to daze or knockdown the target each round for the duration.

Duration and Damage by Spell:
Arrow Grasping Hand - 3 round duration - d6(6) + CasterModifier damage per round
Arrow Clenched Fist - 4 round duration - d6(8) + CasterModifier damage per round
Arrow Crushing Hand - 5 round duration - d6(10) + CasterModifier damage per round

Each Round, Target does a Reflex Save:
Arrow success gives 1/2 damage
Arrow failure Dazes target for spell duration
Arrow failure forces Fort Save
Indent_arrow failure If target already Dazed, Knocked Down for the round, otherwise Dazed for remaining duration

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for


Last edited by Seed on Fri Oct 12, 2007 3:16 pm; edited 9 times in total
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Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Wed Apr 04, 2007 10:31 am Reply with quoteBack to top

TRUE SIGHT CHANGES

( Notes added to dex.tlk when it's released )

Spell Changes

There is no True Sight on DEX2. This spell has been changed to instead give 10+CasterLevel/3 Spot Bonus + Ultravision + See Invisible.

The Keen Senses racial feat is selectable to all races provided you meet the prerequisites of Skill Focus Spot and Skill Focus Listen.

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for


Last edited by Seed on Fri Oct 12, 2007 2:38 pm; edited 2 times in total
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Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Wed Apr 04, 2007 10:37 am Reply with quoteBack to top

AOE SPELL STACK CHANGES

To prevent the lag caused by Area of Effect spell spamming a stack has been implemented. By default, a caster may have 2 AOE spells on the stack. An AOE spell is cleared off the stack after 8 rounds. So if you cast 1 AOE every 4 rounds you will never hit the stack limit. If you cast one per round in a row, the 3rd one will fail and you won't succeed another AOE spell for 9 rounds until the first one pops off the stack.

Your base concentration skill will increase the stack size and duration. For every 10 points in your base (BASE only no item/spell bonuses) concentration skill, your stack size will go up by +1 and the duration will go up by +2. So with a base conc of 10, you can have 3 spells on the stack with a pop time of 10 rounds, and a base conc of 20 allows 4 spells on the stack per 12 rounds and so on.

Here's the spells I''m calling AOE at this time:
Code:
SPELL_ACID_FOG                       
SPELL_CLOUD_OF_BEWILDERMENT         
SPELL_CLOUDKILL                     
SPELL_CREEPING_DOOM                 
SPELL_DARKNESS                       
SPELL_ENTANGLE                       
SPELL_EVARDS_BLACK_TENTACLES         
SPELL_GLYPH_OF_WARDING               
SPELL_GREASE                         
SPELL_GREATER_SHADOW_CONJURATION_WEB
SPELL_I_CHILLING_TENTACLES           
SPELL_I_TENACIOUS_PLAGUE             
SPELL_I_WALL_OF_PERILOUS_FLAME       
SPELL_INCENDIARY_CLOUD               
SPELL_MIND_FOG                       
SPELL_SHADES_WALL_OF_FIRE           
SPELL_SHADOW_CONJURATION_DARKNESS   
SPELL_SPIKE_GROWTH                   
SPELL_STINKING_CLOUD                 
SPELL_STONEHOLD                     
SPELL_STORM_OF_VENGEANCE             
SPELL_VINE_MINE_CAMOUFLAGE           
SPELL_VINE_MINE_ENTANGLE             
SPELL_WALL_OF_FIRE                   
SPELL_WEB                           


I think this is a fair way to limit the AOE's going on at once. Drop some feedback in either case. If you think any additional spells should be on here or one removed, let me know.

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for
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Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Wed Apr 04, 2007 10:41 am Reply with quoteBack to top

DISPELL AND BREACH CHANGES

The DC to dispel an effect is calculated as wrote:
Code:
Effect DC = 70 + AdjurationDefenseBonus(3) + CreatorLevel * 2 + CreatorStatBonus

The Caster roll to beat this DC is calculated as wrote:
Code:
Caster Roll = d100() + AdjurationFocuses(3-6) + CasterLevel * 2 + CasterStatBonus - 5 * (9-DispelLevel)

# Effects Dispelled by Spell wrote:
Code:

Spell                Single  AoE  Lvl  Special
Lesser Dispel          3     1    2
Lesser Pilfer Magic    1     -    3    +2 AB /+2 Saves for 10 rounds
Dispel                 4     2    3
Voracious Dispel       4     -    4    Target takes 3 Dam/Spell Lvl Removed
Dispel Wall            3     -    5
Pilfer Magic           1     -    5    +3 AB /+3 Saves for 10 rounds
Devour Magic           6     -    6    Caster gains +3 HP/Spell Lvl Removed
Greater Dispel         7     3    6
Greater Pilfer Magic   1     -    7    +4 AB /+4 Saves for 10 rounds
Greater Dispel Wall    4     -    8
Mord's                12     4    9


You can download a useful spreadsheet utility that you can use to analyze how the dispel formulas work, here:
http://www.4shared.com/file/46441666/db794407/_Dispel_Calculator_v1.html


Breach targets the following spells (in this order) wrote:
Etherealness
Greater Mantle
Shades
Premonition
Mind Blank
Shadow Shield
Ethereal Jaunt
Energy Immunity
Mantle
Protection From Spells
Greater Stoneskin
Globe Of Invulnerability
Ethereal Visage
Lesser Mind Blank
Lesser Mantle
Stoneskin
Spell Immunity
Least Mantle
Lesser Globe Of Invulnerability
Shadow Conjuration Mage Armor
Improved Mage Armor
Protection From Energy
Ghostly Visage
Elemental Shield
Mirror Image
Protection From Arrows
Resist Energy
Death Armor
Mage Armor
Foundation Of Stone
Resistance
Sanctuary
Shield
Entropic Shield
Shield Of Faith
Endure Elements
* Spell Resistance
* wrote:
These spells have been added to the breach list in DEX. The Caster must beat the above Dispel DC roll for the protection to be breached.



If you have recommendations for new NWN2 spells that should be on this list, please post your suggestions below.

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for


Last edited by Seed on Fri Oct 19, 2007 4:48 pm; edited 13 times in total
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Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Thu May 17, 2007 2:04 pm Reply with quoteBack to top

WARLOCK CHANGES

Invocation Save DC 10 + CasterLevel/2 + Charisma Modifier (was 10+SpellLevel+CHA Mod). Since Warlocks get no Spell Focuses, their DC will improve by Level

WarlockBonus Minimum(10 or CHA Modifer or CasterLvl/3) This "bonus" is used in several invocations. Max bonus is 10 provided the warlock has high enough charisma and levels.

Beguiling Influence +WarlockBonus to Charisma (added), Bluff, Intimidate, Taunt (replaces Diplomacy) (was +6)
Brimstone Blast d6(WarlockBonus)/2 Damage (was d6(2)), 1/2 Fire, 1/2 Acid (was all fire)
Chilling Tentacles Auto-hit/miss on natural 20/1, Attack Bonus = d20() + CasterBAB + CHR Bonus (was d20()+4), +WarlockBonus added to tentacle damage, max 1 save per round
Dark Foresight Duration extended to CasterLvl Hours (was Rounds), CasterLvl*10 DR (was capped at 150), DR increases from 10 to 15 at lvl 18, 20 at lvl 20, Does not stack with itself
Devil's Sight Same as True Seeing Spell + Ultravision
Devour Magic Modified DC, Temp Hitpoint don't stack, BOOST gain +3 HP per Spell Level dispelled Full details here.
Dread Seizure Movement Decrease 30++WarlockBonus (was 30), Attack Decrease 3++WarlockBonus/3 (was 3), duration 3++WarlockBonus/3 (was 3)
Eldritch Blast +WarlockBonus added to blast damage, Double Damage on Crit Touch, properly shows VFX, doesn't remove previous Essence effect if the target succeeds the save on next blast
Eldritch Chain Doesn't arc to secondary targets when primary target missed, doesn't check ranged attack vs secondary targets twice
Entropic Warding 20% Conceal vs Ranged Attacks, +WarlockBonus to Move Silent/Hide (was 4), Duration 24 hours (was Turns/Level)
Fiendish Resilience Regen CasterLvl/2 HP per round for 20+CasterLvl rounds (was 1, 2, or 5 for 20 rounds)
Flee the Scene All Targets get full haste, affects all allies in RADIUS_SIZE_HUGE, duration extended to 5 * WarlockBonus CasterLvl Turns
Frightful Blast Cause Fear affects creatures of all levels (was 6 HD or less).
Hideous Blow Grants +WarlockBonus Attack Bonus (until next successful hit), does double Eldritch damage
Leaps And Bounds +WarlockBonus to Dexterity, and Tumble (was +4)
Otherworldly Whispers +WarlockBonus to Lore, Spellcraft, 1/2 +WarlockBonus to Spot and Listen (was +6 to Lore/Spellcraft)
Retributive Invisibility Stun properly lasts 1 round, effects properly removed on dispel, Does full Eldritch Blast Damage (up to 9d6, was 4d6)
See the Unseen Grants See Invis, DarkVision, and +1 Spot per Caster Level
Tenacious Plague Auto-hit/miss on natural 20/1, Attack Bonus = d20() + CasterBAB + CHR Bonus (was d20() + 4 + CHA Mod*2), +WarlockBonus added to swarm damage, properly dispelled, ends on death
The Dead Walk Full details here.
Vitriolic Blast +WarlockBonus added to impact damage
Voracious Dispelling Modified DC, BOOST does 3 HP damage per spell level removed (was 2 per warlock level) Full details here.

Image

PnP Warlock Invocations

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for


Last edited by Seed on Thu Oct 25, 2007 10:27 am; edited 6 times in total
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Seed
Head Case
Head Case


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Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Wed May 30, 2007 4:08 pm Reply with quoteBack to top

ARCANE ARCHER CHANGES

Races
The elf/half-elf restriction on this class has been removed.

Enhance Arrow
Beginning at 1st level, the arcane archer imbues every non magical arrow they fire with an enhancement bonus. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.

CHANGES
Evil None

Imbue Arrow
Three times per day, a 2nd-level archer may choose to fire a special arrow imbued with the fireball spell. When the arrow hits its target, the fireball spell detonates from that point, inflicting damage as per the spell as though it were cast by a wizard of the arcane archer's class level. A successful Ranged Touch Attack is required for the Arrow hit, and a critical RTA multiples Arrow damage by 3 (just arrow damage, not Fireball Damage).

CHANGES
Twisted Evil Add a cool down period - 60 Seconds
Twisted Evil Explosion fire damage changed to reflect the damage of the arrow equipped. If the arrow does sonic damage, the imbued arrow "fireball" will instead be a sonic blast.
Twisted Evil DC = 10 + AA Level + CasterModifier + Evocation DC Bonuses

Seeker Arrow
Once per day, a 4th-level arcane archer may fire an arrow that unerringly flies to its target, ignoring any and all cover, concealment, or other factors. When this ability is used, no attack roll is made; the target is automatically hit and takes damage as normal. At 6th level, this ability may be used twice a day.

CHANGES
Twisted Evil Add a cool down period - lvl 4: 120 seconds, lvl 6: 90 seconds
Twisted Evil Multiply damage by 2 + AA level/5 (up to x 4, currently it does damage x 2). Damage is calculated as d8/d6 + 2 Weapon Focus + STR Mod = 8-10 + STR, or most likely 10-12 max (x 4 = 40-48 damage)
Twisted Evil Add Range Touch Attack critical hit check to multiply damage by 3.
Twisted Evil Level 4 does Lesser Anti-Magic (lvl 3 Dispel, 4 effects)
Twisted Evil Level 8 does Anti-Magic (lvl 5 Dispel, 4 effects)
Twisted Evil Level 10 does Greater Anti-Magic (lvl 7 Dispel, 4 effects)
Twisted Evil Dispel CasterLevel = AA Level * 3

Hail of Arrows
At eighth level, the arcane archer gains the ability to perform this special ability, which automatically fires one arrow at every target within range as a full-round action. This ability may be used once per day. A successful Ranged Touch Attack is required for the Arrow hit, and a critical RTA multiples the Arrow damage by 3.

CHANGES
Twisted Evil Add a cool down period - 120 seconds
Twisted Evil Add Range Touch Attack critical hit check to multiply damage by 3.

Arrow of Death
The pinnacle of the arcane archer's ability, at 10th level they may fire a special arrow imbued with powerful necromantic magic. A successful Ranged Touch Attack is required for the Arrow hit, and a critical RTA multiples the Arrow damage by 3. If the target is hit, it must immediately make a Fortitude save (DC 20) or be slain. Even if it passes its saving throw, it takes damage from the arrow as normal. This ability may be used once per day.

CHANGES
Twisted Evil DC = 10 + AA Level + CasterModifer + Necromancy DC Bonuses; crit hit adds +2 to DC
Twisted Evil Add a cool down period - 120 seconds
Twisted Evil Multiply damage by 2 + AA level/5 (up to x 4, currently it does damage x 2). Damage is calculated as d8/d6 + 2 Weapon Focus + STR Mod = 8-10 + STR, or most likely 10-12 max (x 4 = 40-48 damage)
Twisted Evil Add Range Touch Attack critical hit check to multiply damage by 3.

Image

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for


Last edited by Seed on Wed Nov 28, 2007 3:51 pm; edited 7 times in total
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Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Thu Jun 21, 2007 11:55 pm Reply with quoteBack to top

PALE MASTER CHANGES

Undead Summons
A 2nd-level pale master can use animate dead as a spell-like ability once per day.
At 4th level, the pale master can use create undead as a spell-like ability once per day
At 9th level, the pale master can use create greater undead as a spell-like ability once per day.

CHANGES
Twisted Evil Animate Dead - Gives 3 different zombies (improves at PM lvl 4 & 6)
Twisted Evil Summon Undead - Gives 3 different skeletons (improves at PM lvl 6 & 8)
Twisted Evil Summon Greater Undead- Gives 3 different Ghasts (improves at PM lvl 10 & 12)
Twisted Evil Conjuration Focuses and Augment Summons Feats improve PM Level by +1 each when determining the summon level
Twisted Evil Undead summoned by the Pale Master's Feats do not count as normal summons and they can have up to 3 in service at a time.
Twisted Evil Necro Focuses and Augment Summons Feats and PM Level improve AC, EB and Negative Damage of undead summoned

Image

Undead Graft
At 6th level, the pale master performs a horrific operation that replaces one of their arms with a supernaturally-animated, undead appendage. The pale master may make a touch attack with this arm that paralyzes the target twice per day. At 8th level, the pale master may use this touch attack three times per day.

CHANGES
Twisted Evil Add a cool down period - lvl 6: 90 seconds, lvl 8: 60 seconds
Twisted Evil DC = 5 + PM Level + Int Bonus + Necro Focus

Deathless Master's Touch
At 10th level the pale master's touch becomes deadly and can instantly kill a target. This ability may be used three times a day.

CHANGES
Twisted Evil Add a cool down period - 60 seconds
Twisted Evil DC = 9 + PM Level + Int Bonus + Necro Focus

Image

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for
View user's profileSend private message 
Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Wed Sep 05, 2007 4:37 pm Reply with quoteBack to top

ARCANE TRICKSTER CHANGES

Pilfer Magic
At 1st level, once per day, the arcane trickster can dispel a magical effect on a target and receive statistical bonuses from it. The ability is a touch attack "lesser" dispel that affects the most powerful effect currently on the target. If successful, the effect vanishes from the target and the arcane trickster receives +2 bonus to attack rolls and all saving throws for the next ten rounds. They can use this ability twice per day at 5th level and three times per day at 9th level.

CHANGES
Twisted Evil Level 3 gains Lesser Pilfer Magic (lvl 3) once every 20 rounds (120 secs), +2 AB/Saves
Twisted Evil Level 5 gains Pilfer Magic (lvl 5) once every 15 rounds (90 secs), +3 AB/Saves
Twisted Evil Level 9 gains Greater Pilfer Magic (lvl 7) once every 10 (60 secs), +4 AB/Saves
Twisted Evil Dispel CasterLevel = AT Level * 3
Twisted Evil See Dispel Changes for more details.

Impromptu sneak attack
Once per day a 3rd-level arcane trickster can use this ability to deny an enemy their Dexterity bonus to AC for one round, allowing the target to be sneak attacked. The arcane trickster gains an additional daily use of this ability at 7th level, and again at 9th level.

Twisted Evil Level 3 can use once every 20 rounds (120 secs)
Twisted Evil Level 5 can use once every 15 rounds (90 secs)
Twisted Evil (not coded because I can't find this feat) Level 9 can use once every 10 rounds (60 secs)

Image

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for


Last edited by Seed on Wed Nov 28, 2007 3:52 pm; edited 1 time in total
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Seed
Head Case
Head Case


Gender: Gender:Male

Joined: 26 Dec 2005

Location: Philadelphia PA USA

PostPosted: Tue Oct 23, 2007 10:07 am Reply with quoteBack to top

UNDEAD SUMMON CHANGES

( Notes added to dex.tlk when it's released )

The Spells Animate Dead, Create Undead, Create Greater Undead, and The Dead Walk have been modified as follows:

Undead Level Bonus wrote:
Each of the following things increase the Undead Level Bonus:
Skull +1 FEAT_AUGMENT_SUMMONING
Skull +1 FEAT_SPELL_FOCUS_NECROMANCY
Skull +1 FEAT_GREATER_SPELL_FOCUS_NECROMANCY
Skull +1 FEAT_EPIC_SPELL_FOCUS_NECROMANCY
Skull +1 For every 3 levels of Pale Master


Animate Dead wrote:
Skull Caster Level (max 11) + Undead Level Bonus
Skull Caster Level <=11 : Skeleton CR 7
Skull Caster Level <=14 : Skeleton CR 9
Skull Caster Level <=17 : Skeleton CR 11
Skull Caster Level 18+ : Skeleton CR 13


Create Dead wrote:
Skull Caster Level (max 14) + Undead Level Bonus
Skull Caster Level <=14 : Ghoul CR 11
Skull Caster Level <=17 : Ghoul CR 13
Skull Caster Level <=20 : Ghoul CR 15
Skull Caster Level 21+: Ghoul CR 17


Create Greater Dead wrote:
Skull Caster Level (max 19) + Undead Level Bonus
Skull Caster Level <=19 : Vampire CR 15
Skull Caster Level <=22 : Vampire CR 17
Skull Caster Level <=25 : Vampire CR 19
Skull Caster Level 26+ : Vampire CR 21


The Dead Walk wrote:
Skull Warlock Level (max 15) + Undead Level Bonus
Skull Caster Level <= 6 : Zombie CR 5
Skull Caster Level <= 9 : Zombie CR 7
Skull Caster Level <=12 : Skeleton CR 9
Skull Caster Level <=15 : Skeleton CR 11
Skull Caster Level <=18 : Ghoul CR 13
Skull Caster Level <=21 : Ghoul CR 15
Skull Caster Level 22+ : Vampire CR 17

_________________
ImageImage
I ain't the world's best writer ain't the world's best speller but when I believe in something I'm the loudest yeller
If we fix it so you can't make no money on war well we'll all forget what we was killing folks for


Last edited by Seed on Tue Oct 30, 2007 4:00 pm; edited 1 time in total
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DM Hatred
Dungeon Master (NWN 2)
Dungeon Master (NWN 2)


Gender: Gender:Male
Age: 27
Joined: 10 Apr 2007


PostPosted: Sat Dec 08, 2007 12:11 am Reply with quoteBack to top

DEX 2 :: Prestige Classes Unlocked

Image

Arcane Archer
You may now select up to 15 levels of AA
Enhance arrow continues to inrease by +1 at odd levels
Remember to refer to the DEX 2 Class, Spell, Feat changes thread when considering AA
http://www.dungeoneternal.com/phpBB2/ftopic4978.php
Imbue arrow DC, Seeker Arrow Damage, Arrow of Death DC and Damage will continue to scale up
Disclaimer: Will change the dispell DC (of the DEX 2 custom modified Seeker Arrow feat) to keep it in line with where it is now.

Eldritch Knight
You may now select up to 20 levels of EK
CR continues to scale as it did in first ten levels (9/10)
Max BAB, More HP, higher fort saves (but lower will saves)
Bonus feats at levels 14 and 18




Image

ASSASSIN:
You may now chose up to 20 levels of assassin.
All of their benefits are scaled:
Use Poison Check,
Improved Uncanny Dodge benefit (immune to sneak damage by creatures with less than their assassin level +4),
Death attack DC,
Sneak Damage,
Poison Resistance,
and Bonus Feats at levels 14 and 18).
Future empowerments to assassins will include assassin spell books (per Kaedrin’s Assassin Spellbook Upgrade project) with Caster Level equal to Assassin Level, and will attempt to fix (or get OEI to fix) death attack so that it is not ignored by so many protections.



DWARVEN DEFENDER:
You may now chose up to 14 levels of Dwarven Defender.
Most of their benefits continue to scale:
One use of defensive stance per two levels, which OEI fixed and it is now working properly,
Damage Reduction an additional 3/- at level 14 (total 12/- at level 14),
They gain a bonus feat at level 14.
Improved Defense 5 feat (which scaled, would provide an additional +1 to dodge AC at level 13) can not be realized at this time (though they still get 1 through 4 through ten levels). We could not get to increase on scale.
I didn’t want to unlock beyond 14 levels yet because these are probably less in need of an empowerment than their RDD tank counterparts.


More unlocked Prestige Classes to come very soon... Razz


Last edited by DM Hatred on Wed Apr 16, 2008 6:43 am; edited 1 time in total
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