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#81
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?
#82
Suggestions & Ideas / Re: Mystic Theurge Skills
Last post by Plot Lost - Jun 09, 2024, 10:30 PM
Oh, I see it now.
#83
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.
#84
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.   
 
#85
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.
#86
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)
#87
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - Jun 02, 2024, 06:57 PM
CD Module v4.11e4
Areas/Monsters
- (Rykka) The Vhaeraunite dungeon in the underdark is officially accessible and live (Ray)
- The ATAE story arc is starting to affect the world at large, and certain areas have been updated to reflect that (Ray)
- Added respawn point to the Bane temple near Voonlar
- Renamed the scribe shop in Suzail's North Gate area
- Updated description of Hullack's guard lieutenants
- Hellfire vulnerability added to Icegloom dungeon creatures where applicable
- Fixed area transition in Thunder Peaks - Western Foothills - Old Double Back
- Updated T5 orc dungeon (Misty)
- Updated loot tables for Weeping Crypt dungeon boss room (now drops T5 armors)
- Updated loot tables for Sakkors dungeon boss room (now drops T5 weapons)
- Fixed 200+ broken container loot tables covering nearly every dungeons. MOAR LOOT!
- Updated spell list of Sakkors Lich boss

Items
- Removed outdated description that indicated an item couldn't be altered in any way. Forced themes and items with mechanically enforced appearance locks still remain
- Fixed T5 Boots of the Creeper having lower stats than the T4 version
- Fixed typo on Orichalcum Half-Dragon skin
- Added Werecrocodile (Animal and Hybrid) widget
- Added Wereraven (Animal and Hybrid) widget

Abilities
- (Barbarian) Terrifying Rage updated. Now does the following: While the barbarian is raging, any enemy that comes close to him must make a will save opposed by 10 + the barbarian's base intimidate check or become panicked for 1d3+1 rounds. All opponents also receive a -2 penalty to attack and saving throw rolls and 30% spell failure for 10 rounds. Fear and Mind immunity protect from the effects of Terrifying Rage.

- (Cleric) Domains had a slight rework. Spells have been added to some domains that were lacking in bonus spells, duplicates have been removed, and some spells are now granted earlier:
Animal: Baleful Polymorph [4] instead of polymorph self, Nature's Avatar [9] instead of Shapechange
Destruction: Murderous Mist [4] & Inferno [5]
Earth: Greater Stoneskin [6], and Earthquake [7]
Evil: Shadow Mask [2] and removed the superfluous Unholy Blight
Fire: Flame Lash [1], Fireball [3rd]
Good: Early Tongues [2] & Hold Undead [3]
Plant: Entangle [1], Spike Growth [3], Vine Mine [4]
Strength: Early Mass Bulls [5], early Stoneskin [4]
Sun: Replaced the duplicated spell with Faerie Fire [1] & Replaced Sunbeam [7] with Sunburst [7] added Undeath's Eternal Foe [8]
Trickery: Displacement [4]
Chaos: Early Freedom [8]

- (Arcane Archer) Imbue Arrow now uses total HD for the Spell Resistance check
- (Divine Champion) Divine Wrath cooldown correctly set at 10 minutes

Feats
- Resist Poison now provides 10/- resistance against poison damage
- Resist Disease now provides 10/- resistance against disease damage
- Whirlwind Attack now has the same range as Improved Whirlwind Attack
- Improved Whirlwind Attack now hits twice
- Improved Whirlwind Attack requirement reduced to 18 dex

Spells
Reverse Gravity
- Any flying ability now provides immunity to Reverse Gravity, instead of the old script which only checked for the spell or the presence of wings

Scripts
- Updated Giant Boulder Throw spell (2da # 775 ) to accept DC and Damage overrides (Ray)
- Added Werecrocodile lycanthrope
- Added Wereraven lycanthrope
- Added /copyspellbook DM command
-> This lets a DM possessing an NPC copy its spellbook onto a PC. For use when helping wizards rebuild/relevel.
- A typing indicator will now appear under players nameplate once they've had the chat bar focused for a few seconds. There is a delay between it toggling on and off, and it doesn't show when sending a Tell (unless you manually type in /tell "playername" instead of clicking a portrait of using the player list)
- Added /hidetyping to toggle off the visibility of your typing indicator. The command is also available through /settings.
- Status of /hidetyping is now listed on player login, similarly to other player toggles
#88
Updates and Roadmap / Re: CD Hak Changelog
Last post by SpacePope - Jun 02, 2024, 06:57 PM
CD4 Hak Update v4.02b5
.2da
- Fixed missing Empower Turning from the Cleric feat list
- Fixed missing Bear Claw monk animations

.tlk
- Updated description of Terrifying Rage
- Updated description of Resist Poison
- Updated description of Resist Disease
- Updated description of Improved whirlwind attack
- Updated description of Uncanny Dodge
#89
Ask the Staff Anything / Re: What towns have "Global Pa...
Last post by SpacePope - Jun 01, 2024, 10:37 AM
Pawn shop stores are all tied to the global pawn shop. This includes Swordhaven, Velethuil, etc.
#90
Ask the Staff Anything / Re: What towns have "Global Pa...
Last post by Plot Lost - Jun 01, 2024, 10:26 AM
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.