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#31
Suggestions & Ideas / Claws and more armor choices f...
Last post by shiraember - Oct 21, 2024, 01:10 AM
There are plenty amazing choices for clothing and armor for woman´s character but not for males. Male dragon without nice claws is a sad dragon. There is a beautiful dress for female to absolutely smash her look with hand claws and feet ones, please, could you add something similar for males? Male characters also deserve to look good (as a female myself I would really appreciate that) ;)
#32
General Discussion / Re: New Rates for DMing on CD
Last post by ceyella - Oct 16, 2024, 11:00 PM
Shop smart, shop S-mart, Smart!
#33
Admin Announcements / Re: Epic Reputation and Awards
Last post by Fire Wraith - Oct 13, 2024, 10:09 PM
To note, the following supplemental characters have been added to the list, and may request either of the two feats:
Isandra
Eina Laurina Taure
Corvyana
Roscoe
#34
Player Announcements / Apology from Amy Astral player...
Last post by astral - Oct 13, 2024, 07:04 PM
I wanted to send sincere appology to everyone players and DMs from the event Rise of the Abishai for my terrible behavior. I am realy sorry *bows
Please for forgiveness.
#35
General Discussion / Re: New Rates for DMing on CD
Last post by edmaster44 - Oct 13, 2024, 02:27 PM
#36
General Discussion / Re: New Rates for DMing on CD
Last post by onivel - Oct 12, 2024, 08:02 AM
Please no resurrecting 6 month old trolling April Fools posts.. let the dead stay dead!
#37
General Discussion / Re: New Rates for DMing on CD
Last post by ryorgin - Oct 12, 2024, 03:39 AM
You just KNOW someone is actually going to believe this and try to pay...
#38
Updates and Roadmap / Re: CD Module Changelog v2
Last post by SpacePope - Oct 08, 2024, 10:16 AM
CD Module v4.11g4
Module
- UPDATE: The ATAE story arc continues to affect the world, and areas have been updated to reflect that.  Be on the look out... (Ray)
- UPDATE: Badger Gryzzly and his traveling Wilderness Gear shop has moved!  He can now be found on the eastern outskirts of Eveningstar! (Ray)
- ADDED: Player business "The Moonlit Pearl" in Marsember - Northern Canals.  Check it out!  (AnOldFriend)
- Removed the tree Markers from the Brightwater Halls
- Fixed a typo in the sheaf of scrolls item
- Fixed the level lock in the Bloodhorn Depths and Varyxia's Lair
- Fixed the level lock for Marsember's pirate dungeon, which was set too high
- Adjusted the timer on the Behemoth dungeon spawn to reduce instances of reaching the boss but it not spawning
- Jelka's Grove dungeon updated (Edge)
- Updated Player Home (Preztel)
- Updated Player Home (Misty)

Scripts
- Fixed DM epic spell & feat command
- Fixed animal appearance list for speak with animals
- Tibbits and Wolfwere can now speak /animal in their human form
- Spell damage scaling can now affect creatures possessed by a DM
- Updated the DM's area import tool NWN version check to allow client version 37-11
- Greatsword appearance #18 is now unavailable to PCs
- Updated BA_DEATH_EXPLODE and BA_DISPEL_CONE default values

Spells, Feats & Class Abilities
- (Assassin) Poison resistance feats now scale poison DR from 2/- to 10/-
- (Delayed Blast Fireball) Now respects Shape Mastery
- (Druid & Shifter) On-Hit properties now properly merge when using wildshape
- (Spell Breach) Now correctly removes Elemental Shield
- (Verdigris Tsunami) New epic spell! Divine character only. Does 30d6 bludgeon/15d6 slashing/15d6 piercing damage (treated as +7) in a massive area and entangles for 3 rounds, no save nor SR. Players get a save to dodge the entangle.
- (Mummy Dust) New epic spell! Summons an epic mummy to fight for the caster (Thanks to Misty for the help on that one)
- (Dragon Knight) Spell duration increased to 8h
#39
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
#40
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.