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#91
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Jun 21, 2024, 01:06 PM
CD4 Hak Update v4.02b6
.2da
- (Mystic Theurge) Added Knowledge: Nature to the skill list.

.tlk
- Updated spell description for Flare.

Appearances
- Robe #9 now available for male elves, and all female races.
- Robe #66 now available for female halflings.
- New neck option added for female halfling, human, half-orc, and elves: #166
- New glove option added for female halfling, human, elf: #173
#92
Ask the Staff Anything / Re: What towns have "Global Pa...
Last post by SpacePope - Jun 17, 2024, 08:41 PM
I misremembered a patch note, you're right.
#93
Ask the Staff Anything / Re: What towns have "Global Pa...
Last post by onivel - Jun 17, 2024, 08:02 PM
Quote from: SpacePope on Jun 01, 2024, 10:37 AMPawn shop stores are all tied to the global pawn shop. This includes Swordhaven, Velethuil, etc.

Was this a recent change, as they haven't been previously. I know when I was in the PDs, nothing sold in Swordhaven ended up in the main shops.

#94
Admin Announcements / Re: Transparency - Player Bans
Last post by Vincent07 - Jun 13, 2024, 05:01 PM
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.
#95
Suggestions & Ideas / Re: Mystic Theurge Skills
Last post by Plot Lost - Jun 10, 2024, 01:03 PM
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?
#96
Suggestions & Ideas / Re: Mystic Theurge Skills
Last post by Plot Lost - Jun 09, 2024, 10:30 PM
Oh, I see it now.
#97
Suggestions & Ideas / Re: Mystic Theurge Skills
Last post by probot - Jun 09, 2024, 02:30 AM
The problem with omitting Knowledge Nature that OP alludes to but does not explicitly spell out is that that is the skill tied to learning and casting epic spells for a druid. In other words, druid is pretty terrible for a MT build right now despite being otherwise supported.
#98
Suggestions & Ideas / Re: Mystic Theurge Skills
Last post by Plot Lost - Jun 09, 2024, 02:12 AM
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.   
 
#99
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - Jun 06, 2024, 02:26 PM
CD Module v4.11e5
Areas/Monsters
- Moved ~75 creatures that still used Jasperre's AI to our default AI.

Abilities
- (Barbarian) Bugfix to Terrifying Rage not proccing saves.

Scripts
- Full removal of all of the old Jasperre's AI scripts. Expect changes to the behavior of certain monsters. Please report to #Bugs on the Discord if a spellcaster enemy isn't casting spells at all. This change should reduce errors, limit lag, and make certain monsters more dangerous (Highmoon Bandits have stopped walking back and forth for no reason, for instance)
- Potential fix for the character targeting bug.
#100
Suggestions & Ideas / Mystic Theurge Skills
Last post by There Is A Light - Jun 03, 2024, 11:02 PM
Minor feedback here, the Mystic Theurge is lacking access to a number of skills it likely should have access to, such as Craft Armor and Weapon (Class skill for every other class), Knowledge (History) [Class skill for wizards, sorcerers and clerics], Knowledge (Nature) [This one is debatable, but playing a druid theurge with no access to knowledge nature would get a little wonky, especially at epic levels)