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#41
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Oct 08, 2024, 10:14 AM
CD4 Hak Update v4.03c4
.2da
- Fixed an error in Dragon Disciple prerequisites.
  • NOTE: If you took Dragon Disciple levels earlier than you'd have normally been able to, expect to encounter issues. Post a relevel request and contact a DM if this is the case.
- Gaseous Form innate spell level lowered to 2
- Fixed Two-Weapon Fighting feat not having the correct 15 dex prerequisite

anatomy.hak
- Fixed wrong scaling on forearm #142
- Fixed AC 3 male human chest #182 causing crashes
#42
Suggestions & Ideas / Spell Tweaks Vol.1
Last post by mina - Oct 05, 2024, 12:29 AM
A set of spell change proposals after a little discussing in the mechanics channel.

QuoteGreat Thunderclap
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Gargantuan
Duration: Instant
Save: Fortitude
Spell Resistance: No
You create a loud noise equivalent to a peal of thunder and its accompanying shock wave. The spell has three effects. First, all creatures in the area must make will saves to avoid being stunned for 1 round. Second, the creatures must make fortitude saves or be deafened for 1 minute. Third, they must make reflex saves or fall prone.
The spell deals 1d8 sonic damage for every 2 caster levels (up to a maximum of 10d8) to every creature in the area of effect. Creatures caught in the blast must make a Fortitude save to avoid being stunned  for 1d3 rounds.
Reasons for the change: Currently, Great Thunderclap has a niche use for hitting spell warded casters prone for a short period of time, but otherwise has very limited utility. The idea is to slightly reduce its crowd control abilities in exchange for doing sonic damage per its descriptor. Since evocation already has a pure damage spell in Delayed Blast Fireball, the idea with Thunderclap would be that its blast can't be evaded, but in exchange it does correspondingly less damage with a maximum damage of 10d8. The stun duration being 1d3 is to make it slightly useful as a crowd control spell, but no so much that it supercedes any of the pure CC spells at that same level like Mass Hold Person or Hiss of Sleep.

QuoteDelayed Blast Fireball
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium Long
Area of Effect / Target: Huge
Duration: 15 Rounds
Save: Reflex 1/2
Spell Resistance: Yes

The caster creates a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d61d8 points of fire damage per caster level to all within the area of effect, to a maximum of 20d620d8.
Reasons for the changes: Delayed Blast Fireball occupies a slightly odd position in the damage hierarchy of blasty spells - it has less range than fireball and the damage cap actually makes it less effective than an Empowered Firebrand when using a 7th level slot. This makes it a little hard to use in most situations so the proposed tweak is to just give it slightly more damage by boosting it to doing d8 damage dice (comparable to Horrid Wilting at 8th level that caps at 25d8 - a 5 dice gap between the two spells given a 1 spell level difference seems fair) - and increasing the effective range to match Fireball so that it has a bit more flexibility.

Alternatives can include a feature that was added in 5th Edition's version of the spell is that it gains additional damage the longer it takes to explode, but I think that might add more complications from the heartbeat script side (since the game treats it as a persistent AOE until someone steps on it and triggers it). So I think the simple tweak is a little more elegant as a solution.

QuotePrismatic Spray
Caster Level(s): Cleric 7; Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Special
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: 11 meter cone
Duration: Instant
Save: Special
Spell Resistance: Yes

All creatures within the area of effect randomly experience 1 or 2 of the following effects:

20 10d8 fire damage (reflex) Caster Takes 1/10th of this damage as feedback damage
40 15d8 acid damage (reflex) Caster Takes 1/10th of this damage as feedback damage
80 25d8 electrical damage (reflex) Caster Takes 1/10th of this damage as feedback damage
Struck with bebilith venom poison (fortitude)
Petrified (fortitude)
Insanity (permanent confusion) (will vs. mind-affecting)
Struck dead (will vs. death magic)
Reasons for changes: Just a straight up damage boost and an additional element of randomness to the spell overall but also make the effects a little more powerful to justify using it instead of a more reliable spell.

QuoteMeteor Swarm
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 1d6 1d8 points of fire damage per caster level and 1d6 points of bludgeoning damage per every 4 caster levels. (No cap on the number of damage dice granted)
Reasons for change: Meteor Swarm is a great spell in terms of VFX, but it's severely lacking in terms of damage (does the same as the 7th level base DBF or 6th level Chain Lightning), has the weakness of making your character run to the target location, and requires being in the middle of a group of enemies to do damage. The goal here is to drag its damage output to something worthy of dropping a giant meteor on someone's head. The combination of physical and fire damage is meant to reflect the fact that it's an exploding flaming meteor landing around the targets. Since damage reduction usually just soaks most physical damage from spells, the ratio of 4:1 on fire:physical is to make sure it doesn't end up being an inadvertent nerf.

Here's an alternate version that might be just as fun:
QuoteMeteor Swarm
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: None.
Spell Resistance: Yes

The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 1d6 points of fire damage per caster level.
You create a swarm of burning meteors (2 per caster level up to 40) that rains down upon enemies around you. Each meteor randomly targets a hostile creature. If there are more hostile creatures than meteors, the meteors will target the creatures closest to you. If there are more meteors than hostile creatures, random targets will be hit by multiple meteors. Each meteor does 2d6 fire damage and 1d6 bludgeoning damage.
This is essentially a variant of the Missile Storm or Ball Lightning spells, except instead of force missiles you drop meteors on people's heads. - This version is inspired by how "Meteor" works in Final Fantasy V onward - a set number of meteors that are scattered around the hostile targets you're facing. I do, however, think this would probably be too powerful if you could hit a single target with all 40  meteors so if anyone likes this one - I'd also suggest capping the number of meteors any single target can be hit with at 15 to 20.
#43
General Discussion / Re: Get to know your DMs!
Last post by Throg - Oct 02, 2024, 01:41 PM
Login: Throg
Discord ID: Throg
DM Name: DM Vengence

Timezone: Central US Time

Availability: EST: Evenings & All Day on Weekends.  Though I can do weekday afternoons sometime.

Preferred number of Players: Moderate to large. I have run quests for up to 10 people, which is my limit, as it can be easy to miss player interactions with that many.  5-8 is my comfort zone.  I can do minor events for less players depending on stakes and such as a case-by-case basis.

Preferred Length of Quest: 3-4 hours per session. I like to run connected plot, so expect several parts unless an ADHOK type event.

Thematic Styles and Specialties: Hunt type events.  Evil/Underdark.  Vampires.  High/Epic-level challenges. Bizarre Events. Prophecies, riddles, mysteries. Personal Quests.  Silly/Goofy Events.  Classic Fantasy.

Wishes to Avoid:
Nature plots.  Political plots. Celestial centered plots.  World Altering Plots

Miscellaneous Notes:
I am not a Forgotten Realms lore guy; in fact, I only have a basic knowledge of the lore and often must ask others on that aspect.  What I run tends to avoid lore when possible or be very basic and limited with discussing it.

I will answer any questions I can at any time if I can, when on as a DM, in Discord or Player.  So, feel free to ask me anytime and if I can help I will or point you in the right direction.  I am pretty good at multitasking, but if I am in the middle of combat... I may not respond until after that is done.  😊

Event/Quest Rules:
Touchon.  Diceprivate.  Quest Chat.  Warn me before you roll anything.

Swapping Items for Roll: Amulets, Rings or putting on a Helm/Hood do not need to be approved, you can do it as you wish, just throw a little message that you did.  Anything else require approval first. No Random Stripping!!!!

No need to hold at every transition for me, unless there is a "Hold Here" Flag.  If you see one, hold there and wait for the description before doing anything. 

PnP Spells are fine, just ask me about it first before just saying you use it.

Summons: Please don't summon anything except a Mord Sword in combat.  If your character is a summoner, let me know a head of time so we can talk about it and come up with something that will not ruin your build or break the combat that was set up.

Storyline Death: Adhoks no.  Events: Yes.  Mechanical death will only unless the whole group dies.

Traps and Lock: If I don't tell you that it is mechanical, assume it is not.  On the occasion where the trap is deadly and could kill you if you get hit by it and you have an immunity, I don't know about that would protect you. Let me know and I will adjust as needed.  Like if it is a fire trap and you are immune to fire, you'll be fine.  I am very forgiving and will accommodate where I can, but when I make my decision, it is what it is.  For example: you miss a reflex roll of a trap and have improved evasion so you would only take half damage from the falling rocks.  Sure, great... half of 9,999.00 is 4,999.50.  You dodged half of the falling rocks, but you are still dead!

Perma-death: Usually not on the table unless you either request it or your character does something incredibly stupid like hugging a sphere of destruction or a 10th level halfling bard calling a 2-Ton Ancient Red Dragon a rat with wings.

Rolling a 1 or 20: 20s will always be a success with me and I will try to come up with a crazy explanation why a character that shouldn't be able to do what they just di, somehow managed it.  A roll of a 1, however, is different as I think a 5% of failing is too much, but there should always be a chance of failing or else why bother playing if you have no chance of failing.  So, I tested out a way to do it that was well received so I will go with that.  So, if you roll a 1, you then "confirm" the critical failure by rolling another time like you would confirm a critical hit.  If you roll a 1-3 a second time, it is a critical failure.  If not, you do not critically fail and succeed, to which I will tray and narrate a fun way as to how your character pulled success out of sure defeat!

Rolling with Advantage/Disadvantage: I will do this on rare occasion if it is warranted.  If you make a lie and roll bluff: a- "I'm not going home" straight bluff roll.  B- "We wanted to borrow that reindeer so we can use it to beat your hated rival and will not only return it after, but if we win you will get the prize as well.  I only want the prestige of winning the race."  Such a well concocted lie that also speaks to the marks wants... you roll twice and take the better of the two rolls.  You try and intimidate the guard into ignoring you standing on the corner: straight intimidate roll.  You try and intimidate the guard into letting you into the queen's palace in front of their captain: roll twice and take the worse roll!   

Automatic Failures: You try to intimidate a paladin to step aside and let you kill that crying baby.  Not happening even with a 20!  The paladin is going to stab you!

Reoccurring NPCs: Jake "The Flim Flam Man"
#44
Off Topic / Re: CD the Movie - Casting Cal...
Last post by Terallis - Oct 01, 2024, 09:41 PM
Reviving to bring this back up, for the fun of it! Overhauling my picks for my characters, too.

Eirik Hjartoreldr: Sam Heughan


Ulrik Dawnfall: Ben Barnes


Evral: Manny Jacinto


Alaric: Jason Momoa
#45
Admin Announcements / Re: Epic Reputation and Awards
Last post by Fire Wraith - Sep 30, 2024, 04:23 PM
And if you are on that list, you can request a DM grant the appropriate feat, or let us know to remove you from the list if you don't want it.
#46
Admin Announcements / Epic Reputation and Awards
Last post by Fire Wraith - Sep 30, 2024, 04:19 PM
So as people may have noticed, we've removed the default "Epic Reputation" feat, and replaced it with two new feats - Epic Reputation (Fame) and Epic Reputation (Influence).

These are meant to be something given out as a story/storyline award for meaningful involvement and roleplay in major plot lines, and recognize the impact of the deeds of some characters, providing minor skill bonuses, and a roleplay impact as far as how future NPCs will generally treat that PC. We have two versions in that one represents a character who is widely known, for good or bad, and will be easily recognized by most or all people (Fame). This will play out as fame or infamy depending on the location - an evil drow PC might be famous in the Underdark, and infamous in Cormyr, while a Cormyrian would be famous in Cormyr but infamous in Zhentil Keep, and so forth. The other represents a character whose deeds are known not far and wide, but in more quiet circles - among thieves, spies, assassins, Harpers, and various secretive shadowy types and those who associate with them good or bad, and it represents a reputation not by name, but by mystique, possibly a cover name or symbol, and thus is more for shadowy characters who don't want to be recognized openly.

Given that there are a number of characters we feel are likely qualified for this, the DM staff has put together an initial list. Note that you don't have to take this if you don't feel it's warranted for you, or don't feel that either of these fits your character, especially given that there can be RP/IC drawbacks to having them depending on the situation.
Additionally, if you feel you should be on this list, but aren't, let us know and we'll consider it. Even if we don't think your character does yet, you're certainly eligible for it from ongoing and future plots!

Aelie
Alyrae
Anden
Andi Stormfall
Ashlyn Moriarty-Ciamath
Bernie
Celebrithrade Dedralein
Daeatria Ravenshadow
Eurydice Huntsilver
Evaelyn Truesilver
Hadush
James St. Bell
Jared Telanos
Kelendel
Kimbell Tane
Korienya
Kron Alerae
Maluit'ue Deviir
Maria Geigne
Megan Tentazione
Melody Sigers
Mista Aermane
Mourn
Olias
Pierce Weyland
Ra'ziel
Rowena
Soleil Auclair
Tahlran Dimaethor
Thayne D'rasko
Trisstyrr
Tyrath Moriarty-Ciamath
Valdis
Xinlyraala Duskryn
Zander
#47
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - Sep 30, 2024, 02:13 PM
CD Module v4.11g3
Module
- Morgan player home update (Pretzel)
- Statue name in the Violet Flame corrected
- Tahlran's player home updated (Pretzel)
- Updated the OOC area to Autumn (Vince)
- Merged Arabel Central seasonal changes (Ray)
- Elhazir's shop had a makeover (Ianira)
- Added Shades scroll to the treasure table
- Nightmare mount alignment swapped to Neutral Evil
- Temple of Tyr's exit in Ashabenford shouldn't lead to the middle of the temple placeable anymore
- Fixed Tanglefoot bag's and thunderstone's tag preventing its use in crafting traps
- Changed doors in King's Forest - Waymoot - The Silver Wink to hopefully stop leaking
- Added player home (Misty)
- Updated player business (Ianira)

Scripts
- Server now supports MAC_ARM64 clients
- Hellbred /vision truly fixed and feedback added to show when it works
- Fixed some typo in the DM NPC skill set command script
- NO_JUMP variable won't prevent DMs from using /move and /leap anymore
- Added Sleight of Hand to the list of skills checked by the fence shop
- Ninja-loot prevention script tweaked to reduce AI jank in dungeons. More specifically, it shouldn't alert the entire area anymore
- Added CD_EPICSPELLSCALE Float Variable so dungeon builders and DMs can scale NPCs epic spell differently from non-epic ones
- Tweaked CD_SPELLSCALE Float variable to allow values from 0.01 and up
- Fixed Ogre Lord's Redoubt chessboard being used to spawn way too many enemies and lag the server
- Fixed Ogre Lord's Redoubt devil spawn being used to spawn way too many devils
- Fixed Cavern of Death's coffin being used to spawn way too many shadows
- Fixed hostile dispel of Alter Self not restoring the right character size, and a few other issues
- Added 3 new deadly exciting Boss Abilities, with more to come! (Ray)
- Added framework to allow Boss Ability damage types to be configurable.  NOTE: Existing BA's have not been updated to accept this framework yet.  WIP.

Spells, Feats & Class Abilities
- Fixed Conjuration Focus and Demonic Servitor summon boost being dispellable
- (Shadow Double) The double won't equip weapons in inventory anymore. Summon it without a weapon equiped to have it fight unarmed. This also applies to Shadow Adept and shadowdancer's double
- (Heirophant) Blast Infidel damage scaling changed to 5d6 + 2d6 per Heirophant level
- (Archmage) Arcane Fire damage scaling changed to 5d6 + 2d6 per Archmage level
- (Disintegrate) Now does half damage on a successful save
- (Hellball) Now does 15d6 of fire, acid, electrical, sonic, and -cold- damage. Yes, this applies to enemy hellballs too.
- (Speak with Animals) New spell! Added to Druid 1/Ranger 1/Bard 3/Cleric with animal domain 1
- (Moonblade) Can now be cast on gauntlets and the VFX has been changed to make it look different from Bless Weapon
- (Momento Mori) Added the spell damage scaling modifier to the damage component part of the spell
- /animal now requires Speak with Animals to be active to be used, unless the speaker is a Green Knight or currently polymorphed into an animal
- Added support for a new feat: "Epic Reputation (Clandestine)" that gives +4 to Disguise, Sense Motive, Bluff, and Intimidate. Like Epic Reputation (Famous), it cannot be chosen on levelup
- Removed the +4 bonus to Taunt from "Epic Reputation (Famous)"
#48
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Sep 30, 2024, 02:12 PM
CD4 Hak Update v4.03c3
.2da
- Blast Infidel should now report as Blast Infidel in the combat log, and not Arcane Fire
- Fixed unicorn tail model entries in tailmodel.2da
- Reverted the change to robe #13 showing neck parts
- Trollish Fortitude spell can now be extended
- Sacred Stealth doesn't show on the radial menu anymore
- Speak with Animals 2da entries added, including Cleric animal domain edit
- Added Divine Might/Divine Shield and Extra Turning to Heartwarder and Windwalker's feat list
- Added Extra Turning to Hospitaler and Harper Priest's feat list
- Fixed .tlk entry for Holy aura... hopefully
- Fixed Moonblade targeting being wrongly set to self-only
- Added Epic Reputation (Clandestine) and Epic Reputation (Famous)
    Epic Reputation (Famous) is the currently existing Epic Reputation feat
    Epic Reputation (Clandestine) is an alternative that gives +4 to Disguise, Sense Motive, Bluff, and Intimidate

.tlk
- Blast Infidel and Arcane Fire description updated
- Regenerate description updated
- Greater Command description updated
- Elemental Weapon description updated
- Loading screen tips updated
- Disintegrate description updated
- Hellball description updated
- Added tlk entries for Epic Reputation (Clandestine) and Epic Reputation (Famous)
- Added tlk entry for Speak with Animals
- Heartwarder's Fey Metamorphosis renamed and description updated to reduce confusion:
Alluring Apotheosis
The Heartwarder's increasing natural Charisma and connection to their goddess causes them to become a living embodiment of beauty, passion, and allure. Their outward appearance remains mostly the same, though possibly with the loss of any minor flaws, unwanted scars or blemishes, and the like.

They gain immunity to the effects of others' Charm, Dominate, and Hold Person spells, as such minor effects can no longer sway them to another's will against the force of their own charisma.

.hak
- Reverted previous shader changes for compatibility with .37-9
- Added belt #65 for each race and gender (Nibbles)
#49
ServerQuestions / Re: Max level and other xp que...
Last post by Shargast - Sep 28, 2024, 01:12 PM
Merci mon ami
#50
ServerQuestions / Re: Max level and other xp que...
Last post by SpacePope - Sep 28, 2024, 12:46 PM
Pretty much every available weapon has good representation in loot nowadays.