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Messages - Vincent07

#1
We have removed SkeletonProblems/ProblemSkeleton/Tala/Etc from the community for holding extremist views that are excessively hostile to a good part of the C&D playerbase. While we welcome many into this community of all different views, we want it to be clear where the line is drawn in the sand: You do not have to like everyone, but you must accept that we are all fellow players and people.

We have found multiple evidence that points towards SkeletonProblems and their extremist views as being something that is enormously harmful to the community if allowed to fester. It is not often we try to intervene nor actively take on such a role of policing topics that touch on politics, but in this case we believe it was necessary due to the content that is both publicly accessibly and proudly on display for the community on Discord. Again, this is an unusual case and it will not be repeated frequently, but we will not tolerate extreme bigotry and treating fellow players as non-human/subhuman, especially if it bleeds directly into the community as a part of player behavior.

To this end, SkeletonProblems is no longer welcome in our community, for we believe and feel that what was observed is not only ill-suited for the server, but also topics that are severely uncomfortable to have in this community.

As always, you can reach out to an admin for clarifications or questions.
#2
Alchemical Formula:

Cantrip:
Cure Minor Wounds
Light
Prestidigitation
Resistance
Virtue

Level 1:
Comprehend Languages
Cure Light Wounds
Detect Alignment
Endure Elements
Expeditious Retreat
Identify
Mage Armor
Magic Weapon
Protection from Alignment
Shield
True Strike

Level 2:
Aid
Alter Self
Barkskin
Bear's Endurance
Bull's Strength
Cat's Grace
Cure Moderate Wounds
Eagle's Splendor
Elemental Weapon
Find Traps
Fox's Cunning
Ghostly Visage
Invisibility
Knock
Lesser Beast Form
Lesser Restoration
Misdirection
Owl's Wisdom
Protection from Arrows
Resist Elements
See Invisibility
Undetectable Alignment
Ultravision

Level 3:
Beast Form
Clairaudience/Clairvoyance
Cure Serious Wounds
Displacement
Fly
Gaseous Form
Greater Magic Weapon
Haste
Keen Edge
Magic Circle vs Alignment
Nondetection
Protection from Elements
Remove Blindness/Deafness
Remove Curse
Remove Disease
Tongues
Water Breathing

Level 4:
Armor of Darkness
Beltyn's Burning Blood
Cure Critical Wounds
Death Ward
Elemental Shield
Emotion: Courage
Emotion: Hope
Freedom of Movement
Improved Invisibility
Minor Globe of Invulnerability
Neutralize Poison
Polymorph Self
Restoration
Stoneskin

Level 5:
Energy Buffer
Icyscales
Lesser Mind Blank
Mestil's Acid Sheath
Monstrous Regeneration
Spell Resistance

Level 6:
Druth's Necrotic Shield
Ethereal Visage
Globe of Invulnerability
Greater Beast Form
Greater Stoneskin
Heal
Legend Lore
Protection from Magic Energy
Shadow Double
Shadow Walk
Tenser's Transformation
Trollish Fortitude
True Seeing
#3
Discoveries:
The following is a list of available Discoveries, their requirements, if any, and a brief description of the effects.

Acid Bomb
Converts Bomb damage into Acid damage.

Alchemical Wings - Alch 6
Alchemist gains magical flight for a number of minutes per day equal to their caster level.

Alchemical Zombie
Creates an alchemical zombie summon under the alchemist's control. (Similar to Animate Dead)

Blinding Bomb - Alch 8
Bomb now blinds for 1 minute on a failed Fortitude save.

Concussive Bomb - Alch 6
Converts Bomb damage into Sonic damage, reduces damage dice to d4s. Targets are deafened on a failed Fortitude save.

Confusion Bomb - Alch 8
Bomb does 2d6 less damage, but targets hit are Confused on a failed Will save.

Cursed Bomb - Alch 12
Targets damaged by Bomb are affected as if by Bestow Curse on a failed Will save.

Darkness Bomb
Bomb creates a cloud of Darkness for 1 round / level. (As the spell, no damage)

Dispelling Bomb
Targets in the area are hit with a Dispel Magic at the Alchemist's Caster Level. (As the spell, no damage.)

Elemental Mutagen
Gain Resistance 5/- to Elemental Damage while under the effect of a Mutagen. Increased to 10/- with Greater Mutagen.

Elixir of Life - Alch 16
Revives the target as if by a True Resurrection.  Usable once per day. (1/day Resurrection SLA)

Force Bomb - Alch 8
Converts Bomb damage into Force damage, reduces damage dice to d4s. Targets are knocked down on a failed reflex save.

Frost Bomb
Converts Bomb damage into Cold damage.

Glassfoot Bomb
Bomb covers the ground in glass Caltrops for 2d6 rounds.

Glitterdust Bomb
Bomb covers the area in Glitterdust. (As the spell, no damage.)

Grease Bomb
Bomb creates a pool of Grease at the target location. (As the spell, no damage.)

Healing Bomb
Bomb heals friendly targets in the area of effect. Undead targets take damage. (Probably like a scaling Healing Circle)

Holy Bomb - Alch 8
Converts Bomb damage into Divine damage. Does extra damage vs Undead.

Inferno Bomb - Alch 16, Smoke Bomb
Bomb leaves behind a cloud of fire, similar to Incendiary Cloud.

Neutralizing Bomb
Bomb removes ongoing effects in the area. (As Gust of Wind)

Plague Bomb - Alch 8, Smoke Bomb
Converts Bomb damage into Disease damage. Targets are afflicted with a disease on a failed Fortitude save.

Poison Bomb - Alch 12, Smoke Bomb
Converts Bomb damage into Poison damage. Targets take Constitution damage on a failed Fortitude save.

Shock Bomb
Converts Bomb damage into Electrical damage.

Smoke Bomb
Bomb creates a Fog cloud that obscures sight at the target location. (Similar to Obscuring Mist)

Stink Bomb
Bomb creates a Stinking Cloud at the target location.

Sunlight Bomb - Alch 10, Blinding Bomb
Bomb creates a brilliant flash of sunlight at the target location. (Similar to Sunbeam)

Tanglefoot Bomb
Bomb creates entangling roots at the target location. (Similar to a tanglefoot bag.)

Terror Bomb - Alch 8
Bomb frightens those in the area of effect for 2d4 rounds on a failed Will save.

Void Bomb - Alch 6
Converts Bomb damage into crushing bludgeoning damage. Reduces damage dice to d4s. Targets are slowed on a failed Reflex save.
#4
The following is my potential CD conversion of PF's Alchemist class.  This would be another base class.

Source:   www.d20pfsrd.com/classes/base-classes/alchemist/


Alchemist

Hit dice: d8

Alignment: Any

Proficiencies: Simple Weapons, Light Armor

Skill points: 6 + Int modifier

Base Attack Bonus: 3/4

Primary Saving Throw(s): Fortitude, Reflex

Class Skills: Appraise, Craft Weapon, Craft Trap, Disable Device, Heal, Knowledge (Arcana), Knowledge (Nature), Listen, Open Lock, Search, Set Trap, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Abilities:
1: Alchemy, Bomb 1d6, Brew Potion, Mutagen
2: Discovery, Use Poison
3: Bomb 2d6
4: Discovery, Uncanny Dodge
5: Bomb 3d6, Resist Poison
6: Discovery, Cognatogen
7: Bomb 4d6
8: Discovery
9: Bomb 5d6
10: Discovery, Venom Immunity
11: Bomb 6d6
12: Discovery, Greater Mutagen
13: Bomb 7d6
14: Discovery, Persistent Mutagen
15: Bomb 8d6
16: Discovery, Grand Mutagen
17: Bomb 9d6
18: Discovery
19: Bomb 10d6
20: Discovery x2, Awakened Intelligence

Epic:
21: Bomb 11d6
22: Discovery
23: Bomb 12d6
24: Discovery
25: Bomb 13d6
26: Discovery
27: Bomb 14d6
28: Discovery
29: Bomb 15d6
30: Discovery

Alchemy (Su): Alchemists can fashion magical potion-like extracts in order to store spell effects.  In effect, they prepare their spells by mixing ingredients into a number of extracts, then "cast" the spells by imbibing said extracts.
Extracts behave like spells in potion form, and thus can be dispelled by dispel magic, using the Alchemist's level as the caster level. Unlike potions, extracts may have powerful effects and duplicate spells that potions could not.
An alchemist can create a number of Extracts a day, as shown on the table above.
An alchemist has a book of formulae that detail the Extracts an alchemist can create.  They begin with 2 formulae in their book, and gain an additional formula at each level increase. Additionally, Alchemists can learn additional formulae much like a Wizard adds additional spells into their spellbook.
To learn or use an Extract, the Alchemist must have an intelligence score equal to 10 + the Extract's level.
The DC for any Extract requiring one is 10 + the Extract's level + the Alchemist's Intelligence modifier.
Implementation Notes:  Basically this works like a Wizard spellbook, but only has 6 levels and uses an altered spell list, provided below.  Although NWN will treat this as "spellcasting", for the purposes of RP, you are not casting spells, you are brewing and imbibing potions.
See the Alchemical Formula list below for a list of available Extracts.

Bomb (Su): Alchemists are adept at quickly mixing volatile chemicals and other reagents into alchemical bombs that they can then throw. An Alchemist can use Bombs a number of times per day equal to their class level + Intelligence modifier.
Using a bomb requires a standard action and provokes an attack of opportunity.  Thrown bombs have a range of 20 feet and require a Ranged Touch Attack to hit.  Bombs do 1d6 Fire damage + 1 per Intelligence modifier. Bomb damage increases by 1d6 for every odd Alchemist level. Those caught in the blast are allowed a Reflex save for ½ damage.  The DC for this save is 10 + ½ the Alchemist's level + the alchemist's Intelligence modifier.
Discoveries may modify Bomb's effects.

Brew Potion (Ex): At 1st level Alchemists receive Brew Potion as a bonus feat. An Alchemist can create a potion from any Formula they know up to level 5 that is capable of being brewed into a potion. Brewed Potions imbibed by an Alchemist gain a CL bonus of ⅓ the Alchemist's levels.

Mutagen (Su): At 1st level the alchemist learns to create a mutagen that they can imbibe to increase their physical prowess at the cost of their mental abilities. Only one Mutagen may be active at any given time.  Mutagen grants a +2 Natural Armor bonus, and +4 magical bonus to the chosen physical ability score. The associated mental ability score receives a -2 penalty.
Depending on the physical ability score chosen, the following mental ability score is penalized:
Strength > Intelligence
Dexterity > Wisdom
Constitution > Charisma
Duration is 10 minutes per Alchemist level.
Implementation Notes: This line of abilities may need the most tweaking. As we saw with Rage, raw ability gains are not super useful on CD, especially at higher levels.

Cognatogen (Su): As Mutagen, but inverts the abilities, boosting mental ability scores while penalizing physical scores.

Greater Mutagen (Su): Increases the Mutagen Natural Armor bonus to +4, and the ability score bonus to +6.

Grand Mutagen (Su): Increases the Mutagen Natural Armor bonus to +8, and the ability score bonus to +8

Persistent Mutagen (Su): At level 14, the effects of a Mutagen (or Cognatogen) last for 1 hour per level.

Discovery (Su): At 2nd level, and every 2 levels thereafter, the Alchemist makes an alchemical discovery.  Discoveries may only be selected once. Discoveries that modify bombs do not stack. The DC for any Discovery that calls for one is 10 + ½ the alchemist's level + their Intelligence modifier.

Use Poison (Ex): At 2nd level, the Alchemist becomes adept at using poisons to coat their weapons, and will never accidentally poison themselves while applying poison.

Resist Poison: At level 5 the Alchemist gains a +4 bonus to Fortitude saves made vs poison.

Venom Immunity (Ex): At level 10 the Alchemist becomes immune to poison.

Awakened Intelligence (Su): The Alchemist gains +2 to their Intelligence score.
#5
As of August 2023, our guide to Elves (Tel'Quessir) on our server has been updated and moved to the google doc link below:

Faces of Elves – Myriad Paths of Tel'Quessir: Cormyr-Dalelands' (Rebirth) Guide to Elves


We would like to thank Arya Kalaratri for all of her work in writing and formatting this document.

Additional thanks to the following co-authors:
Melody
Phaesporia
CherryCoke2l (Editor)



As with any document of this magnitude, it is a constant work in progress, and may be prone to revision in the future.
#6
We can restore it.  Though given the age of the character file, and numerous hak changes since that time, it will need to be fully releveled, if not entirely rebuilt.  Similarly, we'll need to go through the inventory and appropriately color tag items.
#7
Welcome!  

Fiona is well remembered by those of us who were around back then.  I have no issues if you wish to take up playing your mother's character.  

As far as the talk table, it's referring to the .tlk file which should have been bundled with the 2da hak file zip, so likely it ended up in the hak folder by mistake. You'll want to move it to the tlk folder.  We also have a server Discord if you need assistance in more real-time.
#8
We will not be adding new familiars.  Each one added requires creation and balance of 30 creature templates, and as they only scale with the base Caster classes, not any PrCs, most will never see use.
#9
Updates and Roadmap / CD Module Changelog v2
Sep 20, 2022, 07:52 PM
CD Module 4.09a5


Scripts:

-Imported prior fixes and adjustments from 9a4.

-Circle of Death: Total Hit-Dice able to be affected by the spell changed from d4(CL) to d8(CL). As the individual HD cap was already increased from 10 to 20, this meant on higher level creatures, that the then lower total HD cap was being eaten up too quickly for the spell to be very effective.

-Empower Arts: The Damage bonus applied to Swordmage's various elemental Arts has been reduced down 5% to 20%. (From 25%)

Creatures:

-Edited many, many creatures to revert instances of Uncanny Dodge II back to Uncanny Dodge I.

-Edited even more creatures to adjust Taunt values.

-Corrected appearance of Arabel Sewer Wererats.

-Corrected missing tail on the Bandit Werewolf.

-Replaced Prismatic Dragon Breath with Sonic on Summoned Adult Crystal Dragon.


Areas:

-Flipped The High Road – East of Eveningstar back to its proper orientation. Redid the eastern and western transitions to properly link up with the right areas.

-Curse Bound Fortress:
  -Adjusted treasure item amounts and some tier values to be better in line with the dungeon duration.

-Sakkors: (Initial re-balance pass. Further tweaks to encounter design coming.)
  -Removed Breach ability from Helmed Horrors
  -Tweaked Memory of Netheril's spell list to add missing lower level spells they should have had.
  -Restored Spellwarped Scrag's missing SLAs. Enjoy wild magic wackyness.
  -Improved loot drops after Sariath and the Golem Workshop.

-Wyrmwood: (Initial adjustment to encounters. Further adjustment and loot pass coming.)
  -Adjusted all Wyverns so they (hopefully) won't get stuck on each other or the area geometry.
  -Slightly nerfed some AB and AC values, increased HP values, and removed instances of Uncanny Dodge II.
  -Removed the Bounty target from the Wyvern Matriarch.

-New Area – The North Ride - Spiderhaunt Crypt:
  -Added this new dungeon. It is equivalent to Khazar Ruins.
  -Added the old Wyvern Bounty target to this dungeon's boss.

-Full replacement update to Sschindylryn by Rykka.

-Update to Maerimdyra to reflect plot things, by Rykka

-Update to the Voonlar trader, by Edge

-Update to the Thayvian tower, by Nok

-Update to Cradle of Mielikki to reflect plot things, by Edge.

-Adjusted the Dungeon Name variables on Arabel Underground to make it more evident that B1 and B2 can support separate groups.

-Added missing Dungeon Name variables to multiple areas that were missing them, and removed them from one area that should not have had it.

-Arabel – Underground B1: Corrected some loot container scripts that was causing them to spawn vanilla loot. Removed "usable" and "has inventory" flags from some placeables that did not generate loot. Standardized loot level limit variables across the area.

-Seasonal update to the OOC Room.

-Seasonal update to Arabel Central

-Added various player requested areas.

-Added rebuild of Arabel's Selunite temple by Terallis


Misc:

-Updated the Journal Entry and NPC dialogue for the Yulash version of the Khazar Bounty to account for the new area/dungeon.

-Corrected a typo in the Fire Breathing Rat quest journal.
#10
Suggestions Archive / Uncanny Dodge
Sep 03, 2022, 10:30 PM
Monk is planned.


Duelist does not have it, because it's assumed you would have one of the above listed classes if you're taking Duelist, as that is kind of the theme of Duelist.
#11
We specifically don't have all key buffs etc available without UMD, as it then heavily devalues investment in that skill, or otherwise taking class levels that would allow scroll/item use.
#12
I can adjust the VFX for Moonblade. Easily done. We didn't have them when it was put in, so it'd be nice to make it unique.

Definitely against adding scrolls of those spells though, as it does take away from how unique they are.
#13
There are only 3 choices for class BAB. 1/2, 3/4, and 1/1.  

Buffing Monk to full BAB would just be too much.
#14
We won't be changing the Monk multiclass rules.  What we have already is there as a simplification of FR's Monk Order requirements, which are even more restrictive as to what other classes Monks are allowed.
#15
=============
Update Notes:
=============


Updated as of 5/22/22:
-Corrected various ability descriptions and cleaned up others.
-Added ability description for True Judgment.
-Added bonus feats in lieu of missing Teamwork Feats and other abilities NWN just cannot do.
-Added Epic level progression notes.
-Added some missing spells to the spell list.
-Added more new spells: Flames of the Faithful, and Litany of Madness.
-Corrected errors in existing new spell descriptions.
-Added new feat and description.