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 Post subject: Custom changes to this world
New postPosted: Sat Mar 28, 2009 5:37 pm 
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Races
Deep Gnomes now no longer gain the feat Slippery Defense (+4 Dodge AC). As a result they are ECL 2 instead of ECL 3

Yuan-Ti has been disabled until future notice

Custom Race, the Tanarukks.



New Classes
Click here to go to the new classes page



Classes
While we are unable to enforce it with coding yet, the powerbuild rule (#3) requires 3 levels in each class by level 20.
DM's do check for this though.


Barbarian
Rage is Instant

Bard
Epic requiem feats are based off of Perform ranks + Charisma modifier instead of total Perform skill.

Cleric
Domains have been enforced by DM's.
See the 3rd post on this thread for Domain rules.
-> http://bgtscc.fomwaa.com/forum/viewtopic.php?f=13&t=77
Time domain has been removed
Travel Domain has been removed
Fury Domain no longer gets Tensors trans for a spell. Instead they get warcry.

Divine Champion
Divine Champion gains the following bonus feat choices: Weapon Focus Falchion, Weapon Focus Warmace, Improved Critical Warmace, Improved Rapid Shot, Armor Spec (Medium), Armor Spec (Heavy), Melee Weapon Mastery, Weapon Supremacy, Heavy Armor Optimization, Grtr Heavy Armor Optimizationk, Ranged Weapon Mastery, Weapon Focus (Falchion), Weapon Focus (Warmace), Improved Critical (Warmace), Epic Weapon Focus (Falchion), Epic Weapon Focus (Warmace), Epic Weapon Specialization (Warmace), Epic Weapon Specialization (Falchion), Overwhelming Critical (Falchion), Overwhelming Critical (Warmace)

Druids
Have a 2 minute cool down before they can re-summon their animal companion.

Pale Master
Granted Immunity to Critical Hits each time a level 10 pale master logs in. Effect will not wear off with resting and cannot be dispelled.
This is to fix the pale master crit bug.

Swashbuckler
Insightful Strike moved to level 5

Warlock
Hideous Blow - Added Reerons Change: Can be cast in advance without the need to target an enemy

All of RPGplayers warlock adjustments added (list below).
* Removed exploit which allowed use of Hellfire even if having immunity to Constitution damage
* Constitution damage from use of Hellfire won't be dispellable anymore
* Hindering and Binding Blasts will apply Hellfire Blast damage when active
* Hellfire Shield won't halve damage with failed saving throw anymore, and do full damage with successful one
* Hellfire Shield will respect Evasion
* Hellfire Shield won't show fire impact visuals, if no damage is inflicted
* Several issues with Warlock essences, which happen when they share same shape: Applying new essence won't remove old one of different type, if both are using same shape essences with secondary damage (like Brimstone) will work, if target is already affected by some other essence that shares same shape
* Fixed Utterdark Blast shape, so it's properly set as Supernatural (and thus, not possible to dispel)



Arcane Archer
Assassin will qualify a player for this class.
Can cross class the perform skill.


Assassin
Gained a spellbook
Intelligence grants bonus spells (just like a wizard gets).
Sneak attack Dice now qualifies for the Arcane Trickster PrC
Can cross class the perform skill.
Poison spell has been upgraded. The higher your INT bonus and assassin level, the stronger your poison will be.

Blackguard
Gained a spellbook
Charisma grants bonus spells (just like a bard gets).
Get hell hounds as their animal summons.

Barbarian
Iron Will now properly stacks with Rage

Doomguide
Now called Morninglord of Lathander
Diety must be Lathander, not Kelemvor
Grants Martial weapon proficiency not exotic.

Duelist
Can cross class the perform skill.

Fighter
Can cross class the perform skill.
Fighters may now take Improved Rapid Shot, Armor Spec (Medium), Armor Spec (Heavy), Melee Weapon Mastery, Weapon Supremacy, Heavy Armor Optimization, Grtr Heavy Armor Optimizationk, Ranged Weapon Mastery, Epic Weapon Focus (Falchion), Epic Weapon Specialization (Warmace), Epic Weapon Specialization (Falchion), Overwhelming Critical (Falchion), Overwhelming Critical (Warmace)

Frenzied Berserker
Frenzied Rage is now instant

Harper Agent
Can cross class the perform skill.

Hellfire Warlock
See Warlock fixes

Nwn9
Can cross class the perform skill.

Ranger
Can cross class the perform skill.

Red Dragon Disciple (RDD)
Has been disabled

Rogue
Can cross class the perform skill.

Shadow thief of Amn
Can cross class the perform skill.

Shadowdancer
Can cross class the perform skill.

Stormlord
Receives halved spell progression
Enhanced weapon feats have been disabled
Storm Lord Electrical Immunity should be fixed (i.e. previously electric traps and other things would damage storm lords).

Warpriest
Now has Spot as a Primary skill

Flaming Fist Patrolman
Server Specific RP-Centered PrC

Thayan Knight
Server Specific RP-Centered PrC

All Divine Casters
Deity Spell Fizzle(Cleric, Favored Soul, Paladin)

* If your alignment shifts to an unallowed alignment by your deity, they will no longer provide you with spell powers. (alignment shifts are only possible from DM intervention)
* If you fail to meet the requirements for your deity (race/class/alignment), they will no longer provide you with spell powers.
* Should you choose to correct your ways (DM-assisted align change back), you will regain your deity's spell powers.
* Should you choose to change your deity to one that will accept you, then you will regain the ability to use spells.


Animal Companion
Cooldown when you un-summon an animal companion is 2 minutes (Instead of 20 seconds)
The Dinosaur Feat has been disabled
There are five more choices (Three for evil/Underdark and two for flavor)
  • Worg
  • Hellhound
  • Goblinoid (for UD and EVIL RACES)
  • Arctic Wolf
  • Snow Leopard




Spells
New spells have been implemented for various classes.

- Nightshield: Has been disabled
- Living Undeath: Has been disabled
- StoneBody: Is now 6 seconds a level
- IronBody: Is now 6 seconds a level
- Bigby's Forceful Hand: Allows a Strength check each round the spell is in effect.
- Jagged Tooth: now work on all forms and companions.
- Tesner's Transformation: You gainthe following benefits: +4 Strength, +4 Dexterity, +4 Constitution, +4 Natural AC, +5 Fortitude saves, Proficiency with Simple and Martial Weapons, 100% spell failure, and an attack bonus equal your hit dice minus your current BAB. You do not Polymorph anymore.
- Conviction: will no longer work if the target already has Greater Resistance or Superior Resistance.
- Greater Resistance: now removes Conviction on the target.
- Superior Resistance: now removes Conviction on the target.
- Weird: will now work on those immune to death magic.
- Phantasmal Killer: will now work on those immune to death magic.
- Wall of Dispel Magic + Dispel Magic - Caster Level DC changed from 10 to 15.
- Greater Wall of Dispel Magic + Greater Dispel Magic - Caster Level DC changed from 15 to 20.
- Shadow Simulacrum can no longer create a clone of a clone, or clone a boss.
- Glass Doppleganger can no longer create a clone of a clone, or clone a boss.
- Battletide: You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls, once entering the aura. On casting, you gain a 50% movement speed increase, a +1 bonus to your saves, a +1 bonus to your attack rolls, and a +1 dodge ac bonus. NOTE: This spell will end if there are no hostile enemies within the affected area.

Feats
New feat have been implemented.
The feat Persistent Spell has been removed
The Dinosaur Feat has been disabled
Use Poison - See Poison Bellow
Oaken Resilience, Rage, and Blinding Speed are now instant feats.
Dragon Shape Wisdom requirement changed to 27
Epic Weapon Focus and Epic Weapon Specialization for the Falchion now requires the greater version.



Poison
First the old rules:
Applying poison was a one round action.
The poison lasted for 3 rounds or 1 hit whichever came first.
There was a 5% chance you poisoned yourself unless you had the "apply poison feat". (Yes the description said it was a dex check, the description was wrong).

Now the new rules:
Applying poison is a one round action.
The poison lasts for 4 rounds or 1 hit whichever comes first.
You must make a dex check against the DC of the poison to not poison yourself.

If you have the Use Poison feat:
Applying poison is a one round action.
The poison lasts for 12 rounds or 3 hits whichever comes first.
No dex check needed.


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 Post subject: Re: Custom changes to this world
New postPosted: Fri Nov 13, 2009 5:23 pm 
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Joined: Sat May 16, 2009 2:00 pm
Posts: 3927
Tanarukks have been added as an UnderDark playable Race.
They can be found under the PLANETOUCHED races.



Tanarukks are orcs with some degree of evil outsider blood, in most cases but not restricted to that of a Tanar'ri. They appear as short, stocky orcs with bristly hair and horns or ridges along the sides of their heads. Also, tanarukks have a distinctive smell of brimstone about them along with a limited ability to manipulate fire.
The Tanarukka originated as orc-demon crossbreeds in the region around Hellgate Keep. However, years of dwelling on Faerûn has led to their being regarded as a separate species, rather than simply as tieflings. They're nasty, brutish and not terribly blessed with intelligence; they are, however, extremely dangerous fighters. They can often be found acting as muscle for cambions and other fiendish creatures.
The Tanarukks of Sshamath were purposefully brought to the city to serve as brutal shocktroops for the slave armies of the Conclave. Most bear the mark of the Conclave prominently on their face and right hand indicating their status as servitors, tasked with keeping the rest of the slave population in check and ensuring their compliance.
In Sshamath society Tanarukks are below the other resident races of Duergar and Svirfneblin in rank, treated as useful tools of their masters. Most reside in the slave pens of the Conclave, meting out terrible violence on the slave population of orcs, goblins and kobolds. Some have recently been seen in the Darkspires, living amongst the other non-illythiri in a pack organization. It is rumored this group, led by a particularly intelligent and magic-capable Tanarukk has negotiated a special arrangement with the Conclave allowing them more autonomy in return for their service as fearless, secret shocktroops.

Racial Traits:

- Ability Adjustments: +2 Strength, +2 Dexterity, -1 Intelligence, -2 Wisdom, -2 Charisma.

- Darkvision: Tanarukks can see in the dark up to 60 feet.

- Fire Resistance: Fire resistance 5.

- Natural Armor: Natural armor +1.

- Weapon Proficiency: Tanarukks are naturally proficient with all simple and martial weapons.

- Reach to the Blaze: Once per day, a tanarukk can call upon his demonic nature and radiate flames which damage all those within 5 feet, doing 2d4 points of fire damage per round (Reflex save for half damage). This effect lasts for 5 rounds.

- Favored class: Fighter. A multiclass tanarukk's Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

- Level Adjustment +1: Tanarukks are more powerful and gain levels more slowly than other races. It will take more experience for a tanarukk to reach level 2 than it would for normal races, for example.



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 Post subject: Re: Custom changes to this world
New postPosted: Sat Jan 16, 2010 4:04 am 
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Joined: Sat May 16, 2009 2:00 pm
Posts: 3927
Blackguards and Assassins now get expanded spell options.
This was taken from Kaedrins PRC (THANKS Kaedrin!).

If you have a blackguard or Assassin, your feat will be swapped when you login to give you access to the new spells.

The new feats will be located in your character sheet under the feats tab.
You will have to drag them out to your hot bar to use them.

Also of note, temporary ability increases will not increase the number of spells you can cast (for example wearing a ring that provides +4 INT).
The number of spells you get is granted using your base ability modifier.
So for example if your an Assassin and your raw base Intelligence is 18, your modifier is +4.
That is what will be used for bonus spells.
Adding a ring that grants +4 INT making your total INT = 22, will not make your modifier +6 for bonus spells.


ASSASSIN Image
Level 1 Assassin Spells:
Ghost Visage, Sleep, True Strike.

Level 2 Assassin Spells:
Cat's Grace, Darkness, Fox's Cunning.

Level 3 Assassin Spells:
Invisibility, Deep Slumber, False Life.

Level 4 Assissin Spells:
Improved Invisibility, Freedom of Movement, Poison, and clairaudience/Clairvoyance.

ASSASSIN SPELLS PER DAY
Image







BLACKGUARDImage
Level 1 BlackGuard Spells:
Bull's Strength, Magic Weapon, Doom, and Cure Light Wounds.

Level 2 BlackGuard Spells:
Inflict Serious Wounds, Cure Moderate Wounds, Darkness, Eagle's Splendor, and Death Knell.

Level 3 BlackGuard Spells:
Contagion, Cure Serious Wounds, Protection from Energy, and Summon Creature III.

Level 4 BlackGuard Spells:
Inflict Critical Wounds, Cure Critical Wounds, Poison, and Freedom of Movement.

BLACKGUARD SPELLS PER DAY
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 Post subject: Re: Custom changes to this world
New postPosted: Thu Mar 11, 2010 4:24 pm 
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Joined: Sat May 16, 2009 2:00 pm
Posts: 3927
3/11/2010 - We have put in some changes for Divine Casters.


Deity Spell Fizzle(Cleric, Favored Soul, Paladin)
  • If your alignment shifts to an unallowed alignment by your deity, they will no longer provide you with spell powers. (alignment shifts are only possible from DM intervention)
  • If you fail to meet the requirements for your deity (race/class/alignment), they will no longer provide you with spell powers.
  • Should you choose to correct your ways (DM-assisted align change back), you will regain your deity's spell powers.
  • Should you choose to change your deity to one that will accept you, then you will regain the ability to use spells.


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