Post by Laurnath on Nov 26, 2019 17:09:41 GMT 10
Black Blade of Disaster - Has a static +15 Attack Bonus, and an Enhancement Bonus equal to the modifier of your casting ability, to a maximum of +20.
Blade Thirst - Now affects piercing melee weapons too
Continual Light - This spell has been changed so that it is brighter than normal light spell and the duration extended to last until you rest.
Find Traps - This spell only Finds Traps and does not disable them.
Flame Weapon - Applies flame effect + 1d4 random elemental damage bonus. Damage bonus increases to 1d6 at level 10, 1d8 at level 20. Evocation Focus adds +1 magical damage per level of the feat. Flame weapon can now be cast on gauntlets and ammunition. Casters with evocation focus will also apply flare on hit to ammunition.
Darkfire - Applies flame effect + divine/negative damage bonus. Damage etc. as Flame Weapon, see above.
Harm - Does 10 points negative energy damage per level (capped at 150). Will save for half. Can not reduce HP to less than 1.
Heal vs Undead - Does 10 points divine damage per level (capped at 150). Can not reduce HP to less than 1.
Improved Invisibility - Invisibility duration reduced to rounds per caster level. Concealment duration is still turns per caster level
Invisibility - Duration reduced to rounds per caster level
Invisibility Sphere - Each invisibility application has it's duration reduced to rounds per caster level
Monstrous Regeneration - Duration doubled to 1 round per level.
Premonition - Receives fallback DR of +6/5-10 if you have divination spell focus feats. Epic focus grants uncanny dodge for duration of casting.
Truestrike - Duration doubled to 18 seconds. Scaling AB of 6 + (caster level / 5). Extra AB for divination spell focus feats.
Time Stop - Only affects the caster's area. Duration is affected by caster level. Khronous can be fickle.
Greater Ruin - Damage increased to 80d6.
Hellball - Deals 10d6 each of Fire, Acid, Sonic, Electric, Negative, and Positive damage.
Earthquake - Deals 1d8 damage per caster level to a maximum of 20d8.
Bombardment - Deals 1d6 damage per caster level to a maximum of 25d6.
Spell list changes:
Druid - Gets Cat's Grace, Endurance, Flame Weapon (cold only)
Ranger - Gets Barkskin, Bull's Strength, and Endurance at Level 2. Darkfire at Level 3.
Bard - Gets Blood Frenzy, Shadow Conjuration, Phantasmal Killer, and Lesser Planar Binding
Assassin - Has a spellbook. Replaces Feat-based Spell-like abilities. See below for PrC spellbook details.
Blackguard - Has a spellbook. Replaces Feat-based Spell-like abilities except summons. See below for PrC spellbook details.
Harper Scout - Has a spellbook. Replaces Feat-based Spell-like abilities. See below for PrC spellbook details.
Shadow Elf effective caster level changes:
Shadow elf wizard and cleric spells gain a caster level boost of 1/4 their total level to the majority of their spell castings. E.g. Shadow elf with levels of 4 Fighter / 4 Wizard / 12 Cleric will cast wizard spells with effective caster level of 9 and cleric spells with a effective caster level of 17.
Weapon changes:
In almost all cases, if you equip a weapon that is the same size as your character (i.e., medium weapons on medium races, small weapons on small races), and your off-hand is empty, your character will wield the weapon with two hands, with the appropriate animations and 1.5x strength damage bonus. Note that in some cases the character sheet may fail to update/show the correct value, but it is being applied correctly in combat.
The following weapons are excepted from the above, and will always be used one-handed: Rapier, Katar, Sap, Maug Doublesword, Sai, Wind Fire Wheel.
The server includes most weapon types in the base game and CEP. Exceptions are: CEP Shortspear, Lance. All feats are available for CEP weapons as with normal weapons. All CEP weapons are Finessable if you are at least one size category larger than the weapon. Note that the variety of weapons found/available in shops may be a bit lower for CEP weapons than standard weapon types.
Many weapons have had changes to their base stats. These are shown in the in-game item descriptions, and are also documented below.
Additional Finessable Weapons:
Medium Races only: Katana, Quarterstaff.
Medium/Small Races: Magic Staff.
Additional Monk Weapons:
Quarterstaff, Shuriken, Sai, Wind Fire Wheel, Katar, Nunchaku
Weapons with altered base stats:
Light Hammer: 1d6, 20x3.
Whip: 1d4, 20x3. Can be equipped off-hand.
Spear: Is now a Medium weapon. 1d6, 20x3.
Light Flail: 1d8, 19-20x2.
Magic Staff: 1d6, 20x2. Quarterstaff feats also apply to Magic Staff. Can be equipped off-hand.
Quarterstaff: 2d4, 20x2.
Heavy Flail: 1d12, 19-20x2.
Trident: 1d12, 20x3.
Dire Mace: 1d8/1d8, 20x3.
Assassin Dagger: 1d4, 20x3.
Katar: 1d3, 20x3, is now Piercing and Bludgeoning damage.
Goad: Feat Requirements: Simple, Druid, Monk, or Rogue.
Sap: Feat Requirements: Simple or Rogue.
Maug Doublesword: Damage type is Slashing only.
Falchion: Damage type is Slashing only.
Fuscina (1-handed Trident): 1d8, 20x3.
Maul: 1d12, 20x3.
Mercurial Longsword: 1d6, 20x4.
Mercurial Greatsword: 2d4, 20x4.
Armor Changes:
Base AC 3 Armor (e.g. Hide) maximum Dex Bonus is 5 rather than the default 4.
Base AC 5 Armor (e.g. Chainmail) maximum Dex Bonus is 4 rather than the default 2.
Base AC 6 Armor (e.g. Banded Mail) maximum Dex Bonus is 3 rather than default 1.
Base AC 7 Armor (e.g. Half-Plate) maximum Dex Bonus is 2 rather than the default 1.
Feat changes:
Improved Point Blank Shot - New feat for the server. Requires Point Blank Shot to select. A character with Improved Point Blank Shot does not trigger AoO when firing a ranged weapon in close combat.
Devastating Critical - This feat can only be picked by straight class Fighters or by straight class Barbarians. You may only pick Devastating Critical for a weapon your character needs to wield with both hands. (E.g., small races may take Devastating Critical: Longsword but medium races may not).
Bard Song - Eased later perform requirements. Scaling continues up to level 36. See a couple of posts down the thread for details.
Rangers - In addition to starting with the Dual Wield feat and gaining Improved Two Weapon Fighting at level 9, Rangers now also gain the feats Ambidexterity at Level 3 and Two Weapon Fighting at Level 6, allowing them to wear medium or heavy armor without losing the benefits of these feats.
Stunning Fist - Has normal chance to hit, -4 damage, lasts for 3 rounds, base DC of 15.
Quivering Palm - Base DC of 15.
Skill changes:
Parry - No longer limited to one attack.
Pick pocket - May only be successfully used on a PC once per reset.
Shadowdancer PrC Changes:
Hide in Plain Sight has a 3 Round (18 second) cooldown. You can still enter stealth during this time, but it won't trigger a perception reroll for characters that have already detected you.
Shadow Daze now deals 1d6 Negative Energy Damage/Shadowdancer Level. No save for the damage. The 'daze' aspect works as in base game.
Shadow Evade:
Lasts for 1 turn/Shadowdancer level.
Provides concealment = 2%/Shadowdancer level.
Provides Dodge AC = 1 +1/6 Shadowdancer levels.
Provides Damage Reduction: Amount: 5 +1/3 Shadowdancer levels. Power: 3 +1/5 Shadowdancer levels.
Lasts for 1 turn/Shadowdancer level.
Provides concealment = 2%/Shadowdancer level.
Provides Dodge AC = 1 +1/6 Shadowdancer levels.
Provides Damage Reduction: Amount: 5 +1/3 Shadowdancer levels. Power: 3 +1/5 Shadowdancer levels.
Table below shows the values at all levels where AC, DR, or DR amount increases. Concealment increases every level.
Other PrC Changes:
Dwarven Defender and Arcane Archer are now selectable by any race that meets the other requirements (normal base game alignment/feat etc. requirements and a successful PrC application or PrC legacy).
From a lore standpoint, we still consider these classes linked to Dwarves and Elves respectively as the origins of these fighting styles, but other characters with appropriate backgrounds are able to learn them as well.
From a lore standpoint, we still consider these classes linked to Dwarves and Elves respectively as the origins of these fighting styles, but other characters with appropriate backgrounds are able to learn them as well.