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Messages - Plot Lost

#1
Well, if you do it for Mystic Theurge, it will streamline the PRC to work from start to finish for Druids.
#2
Quote from: Fury on Jun 21, 2024, 04:19 PMMystic Theurge now has Knowledge Nature, as of the most recent update.
This prompts a further question from little old me. Should the Mystic Theurge skill requirements changed from "Skills: Knowledge (Arcana) 6, Knowledge (Religion) 6, Spellcraft 9" into "Skills: Knowledge (Arcana) 6, Knowledge (Religion or Nature) 6, Spellcraft 9"? Mechanically speaking it should not be an issue to get 6 ranks in Knowledge (Religion) from the levels of Wizard/Sorcerer/Bard, but if Mystic Theurge gets the skill, it kind makes sense for the skill investment to also work as a qualification for the PRC.
#3
And having given some thought about Epic spells, and well, referring to PnP, Divine Casters actually get to choose in between Knowledge (Religion) or Knowledge (Nature) -- although I would feel inclined to restrict Knowledge (Nature) to nature based deities only. And yeah, Druids do not have access to Knowledge (Religion) as a class skill, but it is always available through multi-classing.

So, if I were to assume starting wisdom of 18, add +12 enchantment bonus to that, +7 from ability score increases, + 5 from Great Wisdom epic feats, we would be looking at wisdom ability score of: 42, which gives the wisdom modifier of 16.

Now, as for ranks in Knowledge (Nature) on a Wizard/Druid/Mystic Theurge, you can get to 23 ranks by taking level of Druid at character level 20.

Therefore: (23 + 16)/10 = 3.9 I do not know how the rounding actually works here, I presume it goes down.

And if we assume that you would be able to get to 33 ranks: (33 + 16) = 4.9 And hence it should be the difference of a single Epic Spell Slot.

Do let me know if I got the above wrong. I have not reached the epic levels, and hence, epic spells have not been a concern of mine. But the question is, is that difference truly something notable?
#4
Oh, I see it now.
#5
In PnP, the mystic theurge's class skills are Concentration, Craft (Any), Decipher Script, Knowledge (Arcana), Knowledge (religion), Profession (Any), Sense Motive, and Spellcraft.

On this server the mystic Theurge's class skills are Concentration, Heal, Knowledge (Arcana), Knowledge (Religion), Lore, Persuade, Sense Motive, Spellcraft

I suppose one could equate PnP's "Decipher Script", which is used to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form, with NWN's Lore skill, which is just used to identify magical items, such as scrolls, potions, armours, weapons, etc, by probably identifying the magical symbols on those items.

As for the "Profession" skills in PnP, and the addition of "Heal" and "Persuasion" on the server, well, the "Heal" skill is probably there because of in game mechanical reasons: the skill improves the amount of hit points healed with healing kits. Which is the only affordable alternative if you do not have a reliable "healer" to party up with, or if you do not do enough "adventure" to be able to spend hundreds of thousands after hundreds and thousands of "GP" to purchase endless stacks upon stacks of those Vials of Healing. Not to mention that since you are playing the role of an "Adventurer" -- it just makes sense to be able look after oneself. And speaking of the "Profession" skill in PnP, it is usually a skill seen on every single class that is not a "profession" in and of itself. For example, a Barbarian, or a Fighter, or an Arcane Archer, or an Assassin, or a Dwarven Defender, or a Duelist, or an Eldritch Knight, as but a small list of just that. With this in mind, I suppose one could reason why Mystic Theurge has access to the Heal and Persuasion skills on the server, and that would be through virtue of the "Profession" skill, because as a "learned man" one would most likely have a profession that would be somehow involved with interaction with other people, hence why Persuasion is as class skill, or in matters of healing and thus we have an additional reason for the Heal skill.       

As for the Craft skills themselves, well, it would make sense for a Mystic Theurge of Gond for example to have investment in them and it to be a "class skill" investment. But with the free customization being something that is already available in almost every town and settlement, and considering how I do not actually recall being able to stumble upon crafting equipment to actually do any base NWN crafting, I do not think these skills have much of an actual use beyond a role-play motivated skill point investment. Thus, I think it should be fine to add them.

But when it comes to the addition of Knowledge (History) and Knowledge (Nature), I tend to disagree, even thought my previous use of the "Profession" skill argument could be used to excuse both. A Mystic Theurge is a PRC that combines both divine and arcane spell casting, hence you have the singular focus on the Knowledge (Religion) and Knowledge (Arcane) skills in PnP, where as anything else would probably would become a tertiary interest at best. Not to mention that with the investment in Knowledge (Religion), and if you do follow a nature deity, I think it might be possible to approach matters of Knowlege (Nature) from the perspective of religious significance, and get to roll Knowledge (Religion) instead of Knowlege (Nature). But I guess that would be up to the Dungeon Masters.   
 
#6
I have to say that I don't think the rest of them really serve much a point then, unless one really wants to 'twink out' a character while minimizing the possibility of someone else buying the item. At least I've read such things were previously allowed on the server.
#7
Alright, thanks for answers!
#8
And when it comes to being locked out from reaching epic levels, a ECL 2 race character would lock out at the "class level" of 18?
#9
Ask the Staff Anything / ECL and Epic levels
May 24, 2024, 03:49 PM
So how does ECL and Epic levels actually work on this server? So, let us imagine a ECL 2 Drow character, a Rogue/Assassin. Can there be a Rogue 8/Assassin 20 -- or is it going to be a Rogue 10/Assassin 18?

What I am asking here is that can a character with 18 pre-epic levels and +2 ECl, take epic PRC progressions on the next level? Or will said character have to take two more levels before epic PRC progression becomes possible.
#10
I know there is one in Arabel and another in Yulash, probably one in Underdark too. But are there any other such places?
#11
Oh, and another thing... In PnP, Fey'ri are either ECL 2 or 3 race based on what four things they pick. And as said before, those can be great at level 1-10, but on this server you can find equipment to do it all without the ECL. Therefore, the loss of wings could be also a way to keep the race a ECL 2 race, and regardless of what traits you happen to pick. Which again would happen to be another excuse for why your character has left the Fey'ri society, as your character might feel as if he or she is somehow defective. And this way, there is no need to make a "Fey'ri" town... to be used by the one sporadic for grand total of ten minutes before porting to sit in Arabel instead.
#12
Suggestions & Ideas / Re: Bladesinger Styles
May 16, 2024, 10:59 PM
But giving it all a different thought... Since you are playing an elf, I presume, your character is most literally going to outlive yourself. Therefore, you can approach it all from the point of view that your character is going to take a hundred years to try and master something. And if you start now, the date of mastery would be somewhere around 2124. Therefore, since you are not receiving any mechanical advantages before that date, you can just use it as an eternal excuse to be going around adventuring. Perhaps you can discover some elven ruins, or ancient elven tomes of knowledge, along with instruction manuals. Instead of just sitting in the Arabel park while doing absolutely nothing, you could emote how your character is in essence "shadow boxing" -- without drawing your weapon out of course -- which could provide others something else to discuss. In such a case, it doesn't really matter what ancient form of Bladesong your character is pursuing.


But if you want your character's in game mechanics to actually reflect on the Bladesong style... 

QuoteAhmaquissar Bladesong:

This bladesong style uses very fast strikes that come in from the oddest conceivable angles manageable by the lanky practitioners of this style. The wielder must be a Bladesinger or have the Bladesong proficiency. This fighting style comes from the idea that the user can kill off his enemies before they have a chance to mount a battle strategy. And while his enemy's try to follow his rhythms, he is speeding them on to their own demise at his hands. It is almost forgotten today, even amongst high level and ancient Bladesingers.
Your character needs to be hasted, and probably has to be able to pop out of stealth. So, perhaps a Bard/Bladesinger/Shadowdancer is the build to go for.

QuoteGyrlaszthraen - Swift Strike Hunting Bird.

An elven fighting style that focuses on agility and swift strikes to cripple the enemy An elven fighting style that focuses on agility and swift strikes to cripple the enemy This style is comprised of very fast strikes. This style grants the Bladesinger a bonus to his initiative with his or her chosen weapon. Like the Bladesong style, this style may be purchased twice to gain a to initiative bonus. This proficiency is cumulative with single weapon style.
You ought to spend a feat on Improved Initiative, keep yourself hasted, but when it comes to your offensive spells, either Bard or Wizard, you ought to be casting things like Dirge or Crippling.

QuoteIleleste - Falling Rain

An elven fighting style that focuses on covering a wide area and protecting those in it with gentle defensive strikes to cover a friends/comrades defensive openings. The style is deceptive in that those that see it are misled into allowing their own defenses to be breached by the tempo of the style. Has been called one of the stronger group defensive styles.
I think you should get the "Mastery of Shaping, or Shape Mastery" feat, as that allows you to cast AoE spells without worrying about your teammates. Hence, luring enemies to their doom by mistaking a cloud of Acid Fog as something harmless.

QuoteEvanero Bladesong:

This bladesong style uses the powerful and beautiful strikes seen in the elven Blade Dance to cause vicious wounds. The wielder must be a Bladesinger or have the Bladesinging proficiency. This fighting style comes from a nearly extinct elven family that once patrolled the outskirts of Cormanthyy, before the Standing Stone was erected. It is infrequently seen today, even amongst Bladesingers. (One Baelnorn Bladesinger in Myth Drannor, one Stadius Evanero, is known to possess it; as well as his closest relative Wiquaestreal Evanero, his student and nephew. Masol picked it up from Wiquaestreal recently.)

This style is comprised of gentle, but swift and decisive strikes to the vulnerable areas of the elf's enemies. This style grants the Bladesinger more damage with his or her chosen weapon. Like the Bladesong style.
I think there is no other choice but to go for a Fighter 4/Wizard 6/Bladesinger 20 with this particular style, as the bonus fighter feats allow you to grab things like Weapon Specialization, Power Attack, and perhaps Improved Power Attack. Longsword only.

QuoteLecvero'estrii Bladesong:

This bladesong style uses very slow and rhythm-laden strikes, like the elven Blade Dance in slow motion. The wielder must be a Bladesinger or have the Bladesong proficiency. This fighting style comes from the ideas that the user can slow down the tempo of the battle and make his enemy's follow his rhythms, during which he is now thinking three or more steps ahead of them (in this respect it is like a physical game of chess). It is almost forgotten today, even amongst high level and ancient Bladesingers. This style is comprised of slow and deceptive strikes that also serve to cover his person in a protective sphere of blades.
I imagine you would have to be casting "Slow" quite often, so you really should have that spell Extended and Quickened to increase the number of casts you have of it per day. You might also consider a one point investment in UMD skill to be able to use those scrolls of Blade Barriers at will. People tend to sell them into the Pawnshops, so those should be easy enough to stock up on, even if no actual NPC merchant sells them. Oh yeah, and do not forget about the Parry skill, max it out.

QuoteStaryn's Bladesong:

Started by Jediah Starym, this bladesong style was simple in one thing and served one purpose only, it was also only able to be used with one weapon. The Moonblade. Though the moonblade would only draw blood it deemed worthy, once unsheathed it would permeate the battlefield in what was called in the common tongue, Mortal Maker. It rid the area of metaphysical abilities, including the wielders, making the unnatural, natural, and mortal, making what might be a supernatural fight, completely natural, leaving the combatants with only their wits and prowess with their weapons to fight.
You need a Moonblade for this one, and you need to be casting a lot of Dispels, Lesser/Greater Spell Breaches, and Mordenkainen's Disjunctions. I would get Craft Wand feat for wands of Lesser Spell Breach... but not sure if that would bork-out Bladesinger abilities or not.


#13
Suggestions & Ideas / Re: Bladesinger Styles
May 15, 2024, 11:14 PM
Quote from: aalnyar on May 15, 2024, 09:28 PMActually, what I speak of is not mechanical/scripted in nature if that makes sense tis basically flavor stuff to allow people to say they were taught this or that and how they move in a rp fashion than a mechanical fashion by choosing the different fighting styles. Like rp wise a person went to the vale of lost voices and was shown a style of bladesong by a Baelnorn who wanted to pass on this knowledge
Well, in DnD, people can describe the effects of their own spell, but with the limitation that they do not make the spell sound more powerful than what it actually is... For example a Fireball in the form of a Dragon's Head that flies and swirls through the air in order to exhale the explosion, probably is not okay, but if you want the Fireball itself be like a spherical nestling of tiny dragons made of fire that explodes upon impact... It is more sensible.

Therefore, as long as the style itself would not imply something beyond the actual in game-mechanics, I think it is fine to role-play that, and choose the appropriate set of combat animations to go with it. (And convince all other users of the same style to use the same animation as well.)

Thus, some of the descriptions are just fine... But others would require additional mechanical things to them... For example with Evanero Bladesong, you probably would want to have bleeding property on your weapon. (RP training in it until you recieve a potential DM item reward for it to be able to do it...)

And if you look at Staryn's Bladesong, or Starum's Bladesong, I think that is out of the question.

Gyrlaszthraen - Swift Strike Hunting Bird, on the other hand would require Crippling Strike feat, and the feat: Improved Initiative.

Ileleste - Falling Rain, could be achieved with the Feint feat that exists in NWN2... The closest you can get to it on this server is Feint Mastery from Invisible Blade Prc...

Lecvero'estrii Bladesong, you would need a weapon that casts slow on hit.

Ahmaquissar Bladesong, doesn't really do anything... So I guess that would be easiest of the lot to just claim and role-play as fighting in that style.

#14
Oh well, a new player here, who has no idea whatsoever of anything at all. But I cannot best my nature here, and so I will speculate in hopes that I might be later corrected, and thus arrive at a better understanding of the inner machinations of this server.

And yes, you are correct that in PnP Fey'ri do indeed get +2 to dexterity and +2 to intelligence. Therefore, the entry on the wiki could be just a typo. But if it is not, well, it does feel like a change I could and would have actually argued for somewhere else, a far far away, and a long time ago.

First of all, the server already has races available such as the Drow and Tieflings who receive the aforementioned +2 to dexterity and +2 to intelligence. Thus if Fey'ri offered the exact same, in the game-play sense, it would just offer more of the exact same. So why not just play a regular Tiefling, or a Drow? Therefore, the +4 intelligence offers something different that no other variant of elves offer. Not to mention that if we keep the PnP ability scores in mind, in addition to the fact that the Fey'ri live in a self-sustaining society, the player character Fey'ri is something that would actually stick out like a sore thumb. In simple terms, the player character would be more clumsy than the other Fey'ri, and we should not forget how clumsy people could be  considered to be stupid by others and by reason no different than the sheer virtue of having failed to meet the expected standard. All the other Fey'ri children could have performed the "Stabby-stabby-dance" on the captured Orc to perfection, but the player character simply failed by tripping on his or her own legs during the performance, and so the other children jeer and mock, the adults roll their eyes, and our player character knows deep down that he or she is not stupid. Therefore, it presents a crack in the social cohesion of the Fey'ri society, and then presents the avenue for the player character to actually venture out on their own in order to master their own fate, or by sheer willingness to volunteer for some mission as the excuse the just get away. And in a way, the ability to make such a distinction in the player application for the race, kind of suggests that the player likely knows what he or she is getting him or herself into.

And then we have the mechanical aspects to consider. The Fey'ri are a +2 ECL race, and as a result the highest level they can reach is 28. If we assume the use of Weapon Finesse or ranged Weapons, the PnP racial bonus of +2 dexterity would actually mean that the Fey'ri character could actually negate the loss of the one point of Epic BAB progression compared to a Sun Elf character of the exact same character build. But at the same time, the Fey'ri character would be short of either one or two Epic Feats, and in exchange of what exactly, a bunch of innate abilities that could be all replaced by adventuring gear gathered by something like level 10? And then you add in the role-play requirements, the need to be hiding your true nature at all costs or you would get gutted by other elves on sight, and your whole life made very difficult everywhere else as well. One might conclude that it would be so much more easier for you to just play a regular evil Sun Elf that has turned his back to the Elven way. Therefore, if we then consider the +4 intelligence that is listed on the wiki... Well, that could be +5% chance for your DC spells to succeed above a Sun Elf of equal build. Not to mention that increase in intelligence ability modifier would also manifest a sum total of either +2 or +3 spell slots at varying spell levels. Therefore, if you are going for an Fey'ri Arcanist, the access to these additional spell slots will make the leveling experience feel a little easier for you. Not to mention that if you choose the "Damage Reduction 10/+1", "Fire Resistance 10", "Dimension Door 1/day", and whatever else, you can to a degree ignore your squishy hit point pool, the breath of certain oversized rats, and have a convenient tool for reaching otherwise difficult to get to areas for either low level loot or quest completion experience. Therefore, there is actually some mechanical point to actually playing a Fey'ri character instead of just rolling an evil Sun Elf, which you would actually end up pretending to be when playing a Fey'ri.

And yes, Fey'ri are able to fly in PnP. Fey'ri can have wings, and even those that would not, should by sheer virtue of their "Alter Self" ability. But that said, Fey'ri could also have those additional limbs such as arms and tails... I think there is a robe or pelvis clothing appearance for a tail if you really want to have one. But, the fact is that as a Fey'ri, you really should try to keep the fact as much of a secret as humanly possible... And the moment people see a Sun Elf with huge bat wings, someone will snap a screenshot of it, and then what might follow is a mob with those pitchforks and torches, and upset players. Thus, the lack of wings actually helps our Fey'ri to remain secret.
#15
Suggestions & Ideas / Re: Bladesinger Styles
Apr 28, 2024, 10:54 PM
As said on the other thread, no idea. But, there are combat animations that you can just toggle on, and your character will fight differently... Some of the animations fit some of the things you have listed better than the rest.