Cormanthor: Technical Manual

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fractal

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Cormanthor: Technical Manual
« on: September 09, 2010, 09:35:17 PM »
Documentation of all changes/features/additions.

Table of Contents
  • 1. SimTools Edits & In-game Leto
  • 2. Core Race Modifications & Subraces
  • 3. Core Class Modifications
  • 4. Core Prestige Class Modifications
  • 5. New Prestige Classes
  • 6. Feat Modifications
  • 7. New Feats
  • 8. Skills
  • 9. Spell Modifications
  • 10. New Spells
  • 11. Horses
  • 12. Crafting
  • 13. Familiars & Animal Companions
« Last Edit: April 08, 2018, 03:19:45 AM by ides »

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fractal

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SimTools Edits & In-game Leto
« Reply #1 on: September 09, 2010, 09:39:12 PM »
SimTools Edits & In-game Leto

Always remember that you may review all SimTools commands or emotes by typing !help , !list emotes , or !list commands in the chat bar. Not all new commands and emotes are documented here.

(A) Language & Region
Languages are no longer given out by DMs. Every PC begins by selecting their region and receiving their respective Automatic Languages. They may choose additional bonus languages with a sufficient Int score. Characters may also study new languages by spending skill points in the Speak Language skill - one language per skill point. To select their desired languages, characters must speak to the Language Setter in the AFK room.

(B) Restricted Languages
Not all languages are available to players, and some may require a DM to enable them - for instance, Netherese. It should also be noted that Drow & Animal are not languages in their own right in the Forgotten Realms setting, and cannot be selected or given by DMs, so do not ask for them.

(C) Character Editing
Players may edit their characters via the following SimTool commands:
  • !set portrait <filename> - To set your portrait to the specified filename. Do not include the size tag (H,L,M,S,T) and .tga file extensions, eg. !set portrait myface_ if the portrait filenames are myface_H.tga etc.
  • !set soundset <###> - To set your character's sound set to the specified 2da row. Review soundset.2da.
  • !desc help - For brief instructions on the use of the description editor.
(D) Character Deletion
To delete your character, speak to the Character Deletion NPC in the AFK room. Your character will be backed up to a reserve folder before being deleted.

(E) New Emotes
A number of new animated emotes have been added. Some of them, such as ~waltz and ~hug require that you specify the name of a party member in order to work.

General emotes can be triggered through using the tilde (~) command, i.e ~sit or ~smoke, and can also be accessed via the Emotes feat accessible in your character's radial menu.
« Last Edit: May 28, 2018, 01:28:00 PM by Druie »

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fractal

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Core Race Modifications & Subraces
« Reply #2 on: September 09, 2010, 09:39:48 PM »
Core Race Modifications & Subraces

(A) Core Race Changes

Dwarves with Weapon Proficiency: Martial receive Weapon Proficiency: Dwarf for free, which allows them to use Dwarven Waraxes.

Half-Orcs receive a passive racial ability called Ferocity. Once per day when a half-orc would be downed, they roll a number of d12s equal to their Constitution modifier and heal for that amount. This ability does not protect them from instant death effects.

(B) Common Subraces
The following subraces will be automatically applied if put in the character's subrace field, and require no special application:

Note that the noted ability score bonuses replace those given by the standard races entirely. For example, a Sun elf will not benefit from the +2 Dex bonus inherent to Moon elves.

  • Gold Dwarf : +2 Con, -2 Dex
  • Sun Elf : +2 Int, -2 Con
  • Wood Elf : +2 Dex, +2 Str, -2 Int, -2 Con
  • Wild Elf : +2 Dex, -2 Int
Please note that currently Gnome and Halfling subraces are not available. The standard NWN races are assumed to be Rock, and Lightfoot variants.

(C) Unavailable Subraces

Tiefling, Aasimar, and Genasi subraces are currently not available to select on Cormanthor.

We also do not support Drow, Duergar, Svirfneblin, and monster races.
« Last Edit: May 08, 2018, 08:44:36 PM by Druie »

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fractal

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Core Class Modifications
« Reply #3 on: September 09, 2010, 09:40:36 PM »
Core Class Modifications

(A) Ranger
The following changes have been made to the Ranger in Cormanthor:
Quote
- Hit Die: d8
- Proficiencies: All simple and martial weapons, light armor, and shields.
- Skill Points (*4 at 1st level): 6 + Int Modifier.
- Spellcasting: Ranger Spells. Divine (Wisdom based, armor-related chance of failure is ignored).
- Saving Throws: Fortitude and Reflex

At 2nd level, a ranger must select one of two combat styles to pursue: Archery or Two-Weapon Combat. Each style provides its own benefits as follows:

  • Basic Combat Style (2nd level):
    • Archery: Rapid Shot
    • Two-Weapon Combat: Dual Wield
  • Improved Combat Style (7th level):
    • Archery: Manyshot
    • Two-Weapon Combat: Imp. Two-Weapon Fighting
  • Mastered Combat Style (14th level):
    • Archery: Improved Rapid Shot
    • Two-Weapon Combat: Greater Two-Weapon Fighting

Rangers also gain the following feats and abilities in addition to NWN's default:
  • Level 2: Track
  • Level 7: Woodland Stride
  • Level 8: Swift Tracker
  • Level 9: Evasion
  • Level 13: Camouflage (Once/day and for 1 round/level, the Ranger may gain 50% concealment in natural environs.)
  • Level 17: Hide in Plain Sight (Natural environments only)

(B) Paladin
Paladins gain an additional use of Smite Evil every 5 levels.

(C) Bard
  • Bards now gain 6 skill points per level.
  • Bards now gain rogue weapon proficiency.
  • Bards no longer suffer Arcane Spell Failure when equipping light armor.
  • Bard spell progression is fully supported by custom spellcasting prestige classes.
  • The Bard's NWN bard song has been removed, and replaced with the following:
Quote
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (including himself). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he cannot use the ability until he acquires the needed ranks.

There are two types of abilities: Inspirations and Songs. Inspiration effects can not stack with each other and cancel each other out, but they can work alongside Songs - and vice versa - Songs will cancel each other out, but may work alongside Inspirations.

Inspirations
  • Inspire Courage (Req: Bard Level 1, Perform 3)
    A bard can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities for the duration of 10 turns. This gives a bonus to saving throws against fear, as well as attack bonus and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.

  • Inspire Competence (Req: Bard Level 3, Perform 6)
    A bard can use his music or poetics to help an ally succeed at a task for the duration of 2 turns. This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.

  • Inspire Health (Req: Bard Level 7, Perform 10)
    A bard can use song or poetics to inspire regeneration in his allies (including himself) for the duration of 5 turns. This heals all party members a certain number of hit points every two rounds. This starts at 1 hit point and becomes 2 at 12th level, and 3 at 17th level.

  • Inspire Heroics (Req: Bard Level 15, Perform 18)
    A bard can use song or poetics to inspire a single targeted ally (including himself). For 5 turns, the inspired creature gains +4 dodge bonus to AC and a +4 morale bonus to saving throws.
Songs
  • Countersong (Req: Bard Level 1, Perform 3)
    This song protects a single targeted ally for 10 rounds. Any hostile magic that would affect the countersong's target has to make a Spell Resistance check of 10 + levels of Bard the singer possesses. Lingering song may add another 4 rounds to this song's duration.

  • Fascinate (Req: Bard Level 1, Perform 3)
    Every hostile creature within range must make a Will save (against a DC of 11 + the bard's Charisma modifier). This is a mind-affecting ability. If the target fails this save, then they are dazed for the next 10 rounds. If a creature is attacked, or is within 10 feet of a creature being attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. Lingering Song may add another 4 rounds to the effect's duration. Fascinate affects up to one enemy per level of the bard.

  • Haven Song (Req: Bard Level 4, Perform 6)
    This song renders all enemies who fail a Will save (DC 11 + 1/2 the bard's level + the bard Charisma modifier) unable to attack the target, unless the target take hostile actions against them or their allies (for example, attacking or casting a harmful spell). The duration of this is 10 rounds, but Lingering Song may add another 4 rounds.

  • Song of Freedom (Req: Bard Level 12, Perform 15)
    This song will break curses and enchantments on allies with a check of the bard's level against DC (11 + caster level of the effect to be dispelled).

  • Jarring Song (Req: Bard Level 14, Perform 17)
    The bard can use song or poetics to confuse and distract his enemies. All enemies within range of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves for the next 10 rounds. Lingering Song may add another 4 rounds to this effect's duration.

  • Legion March (Req: Bard Level 18, Perform 21)
    This song inspires all allies within range. After determining the highest base attack bonus of all party members, all party members now use this as their new base attack bonus, including a similar number of attacks per round. This effect lasts for 10 rounds, but may be extended by another 4 with the help of Lingering Song.

(D) Cleric
Evil clerics may rebuke and command undead.

(E) Sorcerer
Sorcerer spell progression is fully supported by custom spellcasting prestige classes.
« Last Edit: April 22, 2018, 03:18:32 PM by Druie »

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fractal

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Core Prestige Class Modifications
« Reply #4 on: September 09, 2010, 09:41:20 PM »
Core Prestige Class Modifications

(A) Champion of Torm
  • The Champion of Torm has been renamed to Divine Champion:
  • It is no longer restricted to alignment/deity.
  • Its prerequisites have changed to:
    • Base Attack Bonus: +7
    • Skills: Knowledge: Religion 3 ranks.
    • Feats: Weapon Focus in a melee weapon.

(B) Shadow Dancer
  • Hide in Plain Sight now has a 1-round cooldown.
  • As of 4th level, the Shadow Dancer may Shadow Jump once per day. This ability is similar to the Dimension Door spell. The shadowdancer gains another use of Shadow Jump every 2 levels thereafter.
(C) Assassin
  • Assassins gain the Hide in Plain Sight feat at level 8.
  • Ghostly Visage, Darkness, Invisibility, and Improved Invisibility feats removed.
  • New requirement: Disguise 4 ranks.
  • Added the Assassin Spellbook. It works as follows:

Assassins choose their known spells and cast them in the same way a Bard does.
  • Spells Known (Left Column = Assassin Levels; Top Row = Spell Level)
Code: [Select]
-- 1st 2nd 3rd 4th
1st 2 — — —
2nd 3 — — —
3rd 3 2 — —
4th 4 3 — —
5th 4 3 2 —
6th 4 4 3 —
7th 4 4 3 2
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
  • Spells Per Day
    Code: [Select]
    -- 1st 2nd 3rd 4th
    1st 1 — — —
    2nd 1 — — —
    3rd 2 1 — —
    4th 3 1 — —
    5th 3 2 1 —
    6th 3 3 1 —
    7th 3 3 2 1
    8th 3 3 3 1
    9th 3 3 3 2
    10th 3 3 3 3
  • Spells Available
    Code: [Select]
    Spell Level 1: Disguise Self, Detect Poison, Jump, Sleep, True Strike
    Spell Level 2: Alter Self, Cat's Grace, Darkness, Fox's Cunning, Invisibility, Spider Climb, Undetectable Alignment
    Spell Level 3: Deep Slumber, Magic Circle Against Good, Misdirection, Nondetection
    Spell Level 4: Clairaudience/Clairvoyance, Dimension Door, Freedom of Movement, Glibness, Improved Invisibility, Modify Memory, Poison
    Assassin spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin's Intelligence modifier.
(D) Blackguard
  • Smite Good 2/day at level 5 and 3/day at level 10.
  • Bull's Strength, Create Undead, Inflict Serious Wounds, Contagion, and Inflict Critical Wounds feats removed.
  • New requirement: Knowledge: Religion 2 ranks.
  • Added the Blackguard Spellbook. It works as follows:

Blackguards choose their known spells and cast them in the same way a Bard does.
  • Spells Known (Left Column = Blackguard Levels; Top Row = Spell Level)
Code: [Select]
-- 1st 2nd 3rd 4th
1st 2 — — —
2nd 3 — — —
3rd 3 2 — —
4th 4 3 — —
5th 4 3 2 —
6th 4 4 3 —
7th 4 4 3 2
8th 4 4 4 3
9th 4 4 4 3
10th 4 4 4 4
  • Spells Per Day
    Code: [Select]
    -- 1st 2nd 3rd 4th
    1st 1 — — —
    2nd 1 — — —
    3rd 2 1 — —
    4th 3 1 — —
    5th 3 2 1 —
    6th 3 3 1 —
    7th 3 3 2 1
    8th 3 3 3 1
    9th 3 3 3 2
    10th 3 3 3 3
  • Spells Available
    Code: [Select]
    Spell Level 1: Cause Fear, Corrupt Weapon*, Cure Light Wounds, Doom, Inflict Light Wounds, Summon Monster I
    Spell Level 2: Bull's Strength, Cure Moderate Wounds, Darkness, Death Knell, Eagle's Splendor, Inflict Moderate Wounds, Summon Monster II
    Spell Level 3: Contagion, Cure Serious Wounds, Inflict Serious Wounds, Protection from Elements, Summon Monster III
    Spell Level 4: Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison, Summon Monster IV
    Blackguards have access to a special spell, Corrupt Weapon: This spell bestows a bonus of 1d6 negative energy damage against Good-aligned opponents.
      Blackguard spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier.
« Last Edit: September 09, 2010, 09:51:49 PM by fractal »

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fractal

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New Prestige Classes
« Reply #5 on: September 09, 2010, 09:41:56 PM »
New Prestige Classes

Loremaster
Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. They uncover secrets that they then use to better themselves mentally, physically, and spiritually.
Requirements:
  • Skills: Knowledge (Arcana) 10 ranks, Knowledge (History) 10 ranks
  • Feats: Scribe Scroll, Skill Focus: Knowledge (Arcana), Any Metamagic Feat
  • Spellcasting: 3rd-level Arcane Spells
- Hit Dice: d4
- Proficiencies: None.
- Skill Points: 4 + Int Modifier
- Primary Saving Throw: Will
- BAB: As Wizard
- Spellcasting: Upon gaining a level in Loremaster, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. She does not learn any new spells through her abilities. She does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).

Level
  • 1: Secret - In their studies, loremasters stumble upon all sorts of applicable knowledge and secrets. Every two levels the Loremaster may choose one of the Secrets listed in the table below, but she may not choose the same Secret twice.
  • 2: Lore - A loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level to her Knowledge checks.
  • 3: Secret
  • 4: Bonus Language
  • 5: Secret
  • 6: See the Unseen - The loremaster gains the ability to see into the ethereal plane. She is able to cast True Seeing 3 times per day.
  • 7: Secret
  • 8: Bonus Language
  • 9: Secret
  • 10: Omniscience - The loremaster gains the ability to cast Premonition once per day.
Secrets:
  • Secret Health: +3 Max Hit Points
  • Secret of Inner Strength: +2 Will Saves
  • The Lore of True Stamina: +2 Fortitude Saves
  • Secret Knowledge of Avoidance: +2 Reflex Saves
  • Weapon Trick: +1 Base Attack Bonus
  • Dodge Trick: +1 Dodge AC
  • Newfound Arcana: 1 Bonus 1st-level Spell Slot
  • Newfound Sorcery: 1 Bonus 2nd-level Spell Slot
  • Sight of the Hidden: +4 Search Checks
  • Focused Mind: Spell Resistance 18
Eldritch Knight
Studying the martial and arcane arts to equal degree, the Eldritch Knight is a versatile combatant who can cast fireball on her foes or charge them with sword drawn. The Eldritch Knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.
Requirements:
  • Feats: Weapon Proficiency: Martial
  • Spellcasting: 3rd-level Arcane Spells
- Hit Die: d6
- Proficiencies: An eldritch knight gains no additional proficiencies.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw: Will
- BAB: As Fighter
- Spellcasting: Upon gaining a level in Eldritch Knight, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.

Level
  • 1: Eldritch knights receive a bonus feat at first level, selected from the fighter's bonus feats list (excluding weapon specialization).
Divine Seeker
Even the gods have need of secrecy from time to time.  When stealth and discretion are more suitable for a given task than combat prowess or holy spells, the divine seeker steps in to perform missions for her deity.  Depending upon the church to which she belongs, a divine seeker might be called upon to retrieve a holy relic from lands controlled by enemies of the church, covertly spy upon the priests of a rival faith, or even assassinate heretics who speak out against her deity.  Subtlety is the divine seeker's stock in trade, and she can often accomplish her task without the slightest evidence of her church's involvement.
Requirements:
  • Feats: Stealthy.
  • Skills: Hide 8 ranks, Knowledge (Religion) 3 ranks, Move Silently 10 ranks, Spot 5 ranks.
  • Patron Deity: Must have a patron deity, and be in that deity's service.
- Hit Die: d6.
- Proficiencies: All simple weapons and light armor.
- Skill Points: 4 + Int Modifier.
- Primary Saving Throw(s): Reflex & Will
- BAB: As Rogue

Level
  • 1:
    • Sacred Stealth - +10 to Hide and Move Silent checks for a number of turns equal to Charisma Modifier.
    • Skill Focus: Disarm Trap and Skill Focus: Search
  • 2:
    • Sacred Defense - +1 bonus to saving throws
    • Sneak Attack +1d6 - Cumulative with prior Sneak Attack Bonuses.
  • 3: Locate Hidden - the divine seeker may add her class level to her Spot and Search checks for a number of turns equal to her class level + Cha modifier.
  • 4:
    • Divine Perseverance - The Divine Seeker automatically heals a number of hit points equal to 3d6+her Charisma bonus (if positive) when she drops below 0 hit points. This ability only works once per day.
    • Sacred Defense - An additional +1 bonus to all saving throws
  • 5:
    • Sneak Attack +2d6
    • Find the Path - Find the Path enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first.


    In addition to these abilities which may be roleplayed with DMs and players, Find the Path reveals the area map and applies a warning glow on all (detectable) traps in the area even if the seeker failed to find them via search check. The duration of this effect is 5 turns.
Mystic Theurge
Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, mastering spells common to clerics and wizards. Mystic theurges have an unparalleled diversity of spells. In time, a mystic theurge can cast almost any spell. Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some arcane secret or divine insight.
Requirements:
  • Classes: Cleric or Druid.
  • Skills: Knowledge: Arcana 6 ranks, Knowledge: Religion 6 ranks
  • Spellcasting: 2nd-level Arcane and Divine spells
- Hit Die: d4.
- Proficiencies: A mystic theurge does not gain any additional proficiencies.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw: Will
- BAB: As Wizard
-Spellcasting: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in both his arcane spellcasting class (Bard, Sorcerer, Wizard) and divine spellcasting class (Cleric, Druid). He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.

Bladesinger
Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger's lithe movements and subtle tactics are beautiful, and belying their deadly martial efficiency.
Requirements:
  • Race: Elf or Half-elf
  • Base Attack Bonus: +5
  • Skills: Concentration 4 ranks, Acrobatics 4 ranks, Perform 4 ranks
  • Feats: Combat Casting, Dodge, Weapon Focus (Longsword or Rapier), Expertise
  • Spellcasting: 1st-level Arcane Spell
- Hit Die: d8.
- Proficiencies: A bladesinger is proficient with light armors.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw(s): Reflex & Will
- BAB: As Fighter
- Spellcasting: Every other level in Bladesinger, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.

Level
  • 1: Bladesong Style - When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger gains a dodge bonus to Armor Class equal to his class level, up to a maximum of his Spellcasting Attribute bonus (Int for Wizards, Cha for Bards/Sorcs). If the bladesinger wears heavy or medium armor, he loses all benefits of the bladesong style.
  • 2: Lesser Spellsong - The bladesinger receives the Skill Focus: Concentration feat, which bestows a bonus of +3 to all Concentration checks.
  • 3:
  • 4: Song of Celerity - Once per day, a bladesinger may activate this ability to gain similar effects to the Haste spell.
  • 5: 
  • 6: Greater Spellsong - The bladesinger ignores arcane spell failure chances when wearing light armor.
  • 7:
  • 8: Song of Celerity 2/day
  • 9:
  • 10: Song of Fury - While wielding a rapier or longsword, the bladesinger may activate this mode to gain an additional attack at the cost of -2 to his attack bonus.
Dreadmaster
Dreadmasters are the ultimate tyrants. They seek to rule absolutely, and through terror and domination. They instill the fear of Bane in all, but especially in those who do not give at least lip service to his supremacy as a deity.
Requirements:
  • Alignment: Lawful Evil
  • Base Attack Bonus: +4
  • Classes: Cleric
  • Skills: Intimidate 5 ranks, Sense Motive 4 ranks
  • Feats: Skill Focus (Intimidate), Spell Focus (Enchantment), Iron Will
  • Deity: Bane
- Hit Die: d8.
- Proficiencies: A dreadmaster does not gain any additional proficiencies.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw: Will
- BAB: As Cleric
- Spellcasting: When a new dreadmaster level is gained, the character gains new spells per day as if he had also gained a level in his divine spellcasting class. He does not, however, gain any other benefit a character of that class would have gained.

Level
  • 1:
    • Immunity to Fear
    • Dominating Aura - The dreadmaster is able to produce an aura that confers a -2 Will saving throw penalty to enemies. This aura lasts for a duration of the Dreadmaster's level + Cha modifier in rounds.
  • 2: Insidious Insight - +3 to Sense Motive
  • 3: Dominating Aura 2/day
  • 4: Rodcraft - When using wands or rods, dreadmasters use their own caster level for the spell, rather than the rod's (if higher).
  • 5: Dominating Aura 3/day
  • 6:
  • 7: Dominating Aura 4/day
  • 8: Dominate Monster 1/day - DC is 10+Level+Cha modifier.
  • 9: Dominating Aura 5/day
  • 10: Special Cohort: The dreadmaster is sent a special cohort by Bane in order to serve him. He may choose from various different creatures. The cohort gains +1 to attacks and saving throws within the dreadmaster's Dominating Aura.
Hierophant
A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The hierophant prestige class is open to powerful divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel.
Requirements:
  • Skills: Knowledge: Religion 15 ranks
  • Feats: Any Metamagic Feat
  • Spellcasting: 7th-level Divine Spells
- Hit Die: d8.
- Proficiencies: A hierophant does not gain any additional proficiencies.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw: Will
- BAB: As Cleric
- Spellcasting: Levels in the hierophant prestige class, even though they do not advance spell progression in the character's base class, still stack with the character's base spellcasting levels to determine caster level.

Level
  • 1: Special Ability
  • 2: Special Ability
  • 3: Special Ability
  • 4: Special Ability
  • 5: Special Ability
Special Ability:[/u] Every level, a hierophant gains a special ability of his choice from among the following:
  • Spell Power: This special ability increases a hierophant's effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.
  • Spell-like Ability: A hierophant who selects this special ability can choose one of his divine spells as a spell-like ability that can be used twice per day.
  • Metamagic: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired.
  • Bonus Spell Slot: 1st Level: A hierophant may gain an additional 1st-level spell slot.
  • Bonus Spell Slot: 2nd Level: A hierophant may gain an additional 2nd-level spell slot.
  • Bonus Spell Slot: 3rd Level: A hierophant may gain an additional 3rd-level spell slot.
  • Faith Healing: A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).
  • Mastery of Energy: This ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant's turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.
  • Blast Infidel: A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.
Duelist
The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. She always takes advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect herself is not to get hit at all.
Requirements:
  • Skills: Perform 3 ranks, Acrobatics 5 ranks
  • Feats: Dodge, Mobility, Weapon Finesse
  • Base Attack Bonus: +6
- Hit Die: d10.
- Proficiencies: Simple and martial weapons.
- Skill Points: 4 + Int Modifier.
- Primary Saving Throw: Reflex
- BAB: As Fighter

Levels
  • 1: Canny Defense - When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Armor Class while wielding a finesse melee weapon.
  • 2:
  • 3: Spring Attack
  • 4: Expertise
  • 5: Precise Strike +1d6 - When holding nothing in their off-hand, the duelist gains the ability to strike precisely with a finesse weapon, gaining an additional 1d6 damage on her weapon.
  • 6: Fleet of Foot - The duelist gains the ability to move in situations where others cannot. She becomes immune to spells and effects which might hamper movement such as Grease, Web, Entangle, and the like.
  • 7: Improved Initiative
  • 8: Improved Expertise
  • 9: Deflect Arrows
  • 10: Precise Strike +2d6
Divine Disciple
Among the disciples of any religion are a rare few individuals whose devotion to their deity goes far above and beyond the norm. A divine disciple is the living embodiment of his patron deity on Toril, and at the height of his power, he actually ascends to something more than mortal. At that point, whether he continues to serve his deity in Faerun or departs the mortal coil to bask in the actual presence of his god, a divine disciple is the epitome of an intelligent creature's personal relationship with its deity.
Requirements:
  • Skills: Diplomacy 5 ranks, Knowledge: Religion 8 ranks
  • Spellcasting: 4th-level Divine Spells
  • Special: A divine disciple must have a patron deity, and it must be the one he serves as a divine disciple.
- Hit Die: d8.
- Proficiencies: A divine disciple does not gain any additional proficiencies.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw:
- BAB:
- Spellcasting: When a new divine disciple level is gained, the character gains new spells per day as if he had also gained a level in his divine spellcasting class. He does not, however, gain any other benefit a character of that class would have gained.

Level:
  • 1: Divine Emissary - A divine disciple can communicate telepathically with any outsider that shares the same alignment as he does or serves his deity, and gains a bonus to all Charisma checks with such.
  • 2: Sacred Defense I - +1 to all saving throws.
  • 3: Imbue with Spell Ability - The divine disciple transfers the ability to cast some of his own spells to another person.
  • 4: Sacred Defense II - +2 to all saving throws.
  • 5: Transcendence - The divine disciple sheds his mortal status, becoming a native outsider.
Warsling Sniper
The warsling sniper is an expert in the use of the weapon commonly associated with the halfling race. Among the hin, these individuals are known by their proper name, and are often accorded great respect in the hin community. To nearly everyone else, however, these sharpshooters are known as "those damn sling assassins!" or by even more colorful epithets.
Requirements:
  • Base Attack Bonus: +5
  • Skills: Athletics 3 ranks, Hide 4 ranks, Spot 6 ranks
  • Feats: Point Blank Shot, Weapon Focus (Sling)
  • Race: Halfling
- Hit Die: d6.
- Proficiencies: A warsling sniper does not gain any additional proficiencies.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw: Reflex
- BAB: As Fighter

Level:
  • 1: Sneak Attack +1d6 (only with slings)
  • 2: Blind-Fight
  • 3:
    • Sneak Attack +2d6 (only with slings)
    • Carried By Wind - Once per day, the warsling sniper may gain an additional attack per round, increased movement speed, and +4 AC Dodge bonus for a duration of his level in rounds.
  • 4: Improved Critical (Sling)
  • 5: Sneak Attack +3d6 (only with slings)
  • 6: Ricochet - The warsling sniper can launch a rock so that it bounces off one target to the next. After (and if) hitting his first target, the warsling sniper makes another attack roll to hit the next target in the area, and if successful he then makes another in order to hit a third target, and so on - until he misses or runs out of targets.
Breachgnome
Often the protectors of gnomish settlements, breachgnomes are mighty gnomes who are skilled in fighting in cramped conditions. They are known for holding off vastly superior forces for as long as their strength holds out. They often work in small units, prepared to block off a single passage so that their fellows can make an escape.
Requirements:
  • Base Attack Bonus: +5
  • Skills: Spot 5 ranks, Listen 5 ranks
  • Feats: Dodge, Mobility, Improved Initiative
  • Race: Gnome
  • Alignment: Any non-chaotic
- Hit Die: d10.
- Proficiencies: A breachgnome is proficient with simple and martial weapons and with all armors and shields.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw: Reflex
- BAB: As Fighter

Level:
  • 1: Seal the Breach - The breachgnome may activate this mode to gain a +2 bonus to his AC, but he cannot move from the breach he is defending.
  • 2:
  • Bonus Feat (From the Fighter bonus feat list.)
  • Defensive Awareness I - Dexterity bonus to AC even when flat-footed.
  • 3:
  • Improved Knockdown
  • Opportunist - The breach gnome gains a +4 attack bonus on all Attacks of Opportunity.
  • 4: Bonus Feat (From the Fighter bonus feat list.)
  • 5:
  • Seal the Breach II - The AC bonus increases to +4.
  • Defensive Awareness II - The breachgnome cannot be flanked anymore.
Arcane Trickster
Arcane Tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers. Arcane Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility.
Requirements:
  • Alignment: Any non-lawful
  • Skills: Decipher Script 7 ranks, Disable Trap 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks
  • Spellcasting: 3rd-level Arcane Spells
  • Special: Sneak Attack +2d6
- Hit Die: d4.
- Proficiencies: An arcane trickster does not gain any additional proficiencies.
- Skill Points: 4 + Int Modifier.
- Primary Saving Throw(s): Reflex & Will
- BAB: As Wizard
- Spellcasting: Upon gaining a level in Arcane Trickster, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. He does not learn any new spells through her abilities. He does not gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).

Level
  • 1: Ranged Legerdemain - An arcane trickster can perform one of the following at a range of 30 feet: Disable Trap, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5. An arcane trickster can use ranged legerdemain once per day.
  • 2: +1d6 Sneak Attack
  • 3: Impromptu Sneak Attack - Once per day, an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack.
  • 4: +2d6 Sneak Attack
  • 5: Ranged Legerdemain - 2/day
  • 6: +3d6 Sneak Attack
  • 7: Impromptu Sneak Attack - 2/day
  • 8: +4d6 Sneak Attack
  • 9: Ranged Legerdemain - 3/day
  • 10: +5d6 Sneak Attack

Battlerager
Dwarven battleragers, or kuldjargh ("axe idiots"), are legendary berserker warriors who can enter a battle frenzy through ritualistic singing. They are believed to have been touched by the dwarven gods of battle, who taught them that if they die in battle, they will return stronger than before as a just reward. Therefore, they have no fear of death. Battleragers command a grudging, if fearful, respect within dwarven society, where they are known to have coined such philosophically complex dwarven maxims like "head first" and "if it moves, kill it."  Most live short, glorious lives.
Requirements:
  • Race: Dwarf
  • Alignment: Any non-lawful
  • Base Attack Bonus: +5
  • Skills: Intimidate 8 ranks, Knowledge: Religion 2 ranks, Perform 2 ranks
  • Feats: Cleave, Power Attack
  • Special: Ability to Rage
- Hit Die: d12.
- Proficiencies: A battlerager does not gain any additional proficiencies.
- Skill Points: 2 + Int Modifier.
- Primary Saving Throw(s): Fortitude
- BAB: As Fighter

Level
  • 1: Rage 1/day (In addition to previous Rage uses), Hardiness vs. Poisons - A battlerager's natural resistance to poison is stronger than most dwarves. He gains a +2 saving throw bonus against poisons.
  • 2: Fearless - A battlerager becomes immune to fear and similar effects. He also gains a +2 insight bonus on saves against mind-affecting spells and effects.
  • 3: Rage 2/day, Improved Unarmed Strike
  • 4: Great Cleave, Improved Power Attack
  • 5: Rage 3/day, Armor Skin (+2 Natural AC)
« Last Edit: May 20, 2018, 07:08:56 PM by ides »

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fractal

  • El-ahrairah
  • 1039
Feat Modifications
« Reply #6 on: September 09, 2010, 09:43:10 PM »
Feat Modifications

(A) Mounted Combat
Mounted Combat negates the attack and spellcasting penalties when a character is mounted. They also bestow a bonus of +1 AC for every 5 ranks spent in the Ride skill by the character.

(B) Power Attack
Power Attack can now be set to any number from +1/-1 to +5/-5. Two-handed weapons receive double the damage bonus granted by power attack. For example, when wielding a greatsword, a character may receive an additional +6 damage bonus in exchange for a -3 attack penalty. Improved Power Attack increases the maximum damage bonus/attack penalty offset to +10/-10.

(C) Expertise
Expertise is now +3/-3. Improved Expertise is now +6/-6. Casting spells disables expertise for a short time.

(D) Knockdown
The discipline skill has been removed. As such, a successful Knockdown hit (an attack made at -4) calls for opposing Strength or Dexterity checks (whichever is higher) from both the attacker and the target to determine whether the target is knocked down. A creature gains a +4 bonus on this check for every size category he is larger than his opponent. A character with Improved Knockdown counts as one size category larger for the purposes of knocking down larger creatures.

(E) Disarm
A successful Disarm hit (an attack made at -6) calls for an opposing attack roll from the intended target. Whether successful or not, a Disarm attempt provokes an Attack of Opportunity. A creature gains a +4 bonus on this check for every size category is weapon is larger than his opponent's. A creature gains a +4 bonus on this check for every size category he is larger than his opponent. A character with Improved Disarm does not provoke Attacks of Opportunity when attempting to disarm.

(F) Called Shot
A successful Called Shot (an attack made at -4) calls for a Fortitude saving throw from the intended target against a DC of 10 + the attacker's relevant ability modifier (Dexterity for ranged weapons and finessable weapons, if the attacker has the Weapon Finesse feat. Otherwise, Strength.)

(G) Spell Focus
The bonus granted to DC by Spell Focus has been reduced to 1. The bonus granted to DC by Greater Spell Focus has been reduced to 2. The bonus granted to DC by Epic Spell Focus has been reduced to 4.

(H) Epic Feats
Devastating Critical and Epic Spells have been removed.
« Last Edit: June 01, 2018, 01:39:32 PM by ides »

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fractal

  • El-ahrairah
  • 1039
New Feats
« Reply #7 on: September 09, 2010, 09:44:19 PM »
New Feats

(A) Track
Type of Feat: General
Prerequisite: None.
Specifics: You attempt to find tracks or to follow them throughout the current area. You move at half your normal speed. The following notes Cormanthor's application of the feat. A DM may ask or require you to follow the P&P application of this skill when used in an event, if they like.

You must make a Survival check for every creature you attempt tracking. The DC depends on different factors:
* Surface
* Weather
* Visibility
* Creature Size
* Favored Enemy - The DC is lowered by 1 for every 5 levels you have in the Ranger Class, provided the quarry is a Favored Enemy.

(B) Manyshot
Prerequisite: Dex 17+, Rapid Shot, base attack bonus +6 or higher.
Required for: Improved Rapid Shot
Specifics: You add an additional arrow to your attack, and may subtract -4 from your attack bonus in exchange for +4 damage.
Use: Combat Mode.

(C) Improved Rapid Shot
Prerequisite: Dex 19+, Manyshot, base attack bonus +11 or higher.
Specifics: You are an expert at firing weapons with exceptional speed. When using the rapid shot feat, you can ignore the -2 attack penalty on all of your range attacks.
Use: Combat Mode.

(D) Practiced Spellcaster
Prerequisite: Spellcraft 4 ranks.
Specifics: Your caster level increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since Cleric+Fighter has a 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since Cleric+Fighter now has 9 HD).

(E) Shadow Weave Magic
Prerequisite: Wisdom 13 or more.
Benefit: From now on, your spells tap the Shadow Weave instead of the Weave. You add a +1 bonus on caster level checks for all spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. However, users of the Shadow Weave cast spells from the schools of Transmutation and Evocation, and spell with the light descriptor, as if they were one caster level lower.
« Last Edit: February 04, 2018, 11:24:05 AM by Eredruie »

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fractal

  • El-ahrairah
  • 1039
Skills
« Reply #8 on: September 09, 2010, 09:45:02 PM »
Skills

Crafting Skills & Discipline have been removed. Many other skills have been added or renamed/modified. Here is the complete skills list:

  • Animal Empathy
  • Concentration
  • Disable Device
  • Heal
  • Hide
  • Listen
  • Move Silently
  • Open Lock
  • Parry
  • Perform
  • Diplomacy
  • Sleight of Hand
  • Search
  • Set Trap
  • Spellcraft
  • Spot
  • Taunt
  • Use Magic Device
  • Appraise
  • Acrobatics²
  • Bluff
  • Intimidate
  • Ride
  • Speak Language
  • Athletics
  • Decipher Script
  • Disguise
  • Escape Artist
  • Forgery
  • Sense Motive
  • Survival
  • Use Rope
  • Knowledge: Arcana³
  • Knowledge: Architecture
  • Knowledge: Dungeoneering
  • Knowledge: Geography
  • Knowledge: History
  • Knowledge: Local
  • Knowledge: Nature
  • Knowledge: Nobility
  • Knowledge: Religion
  • Knowledge: The Planes
² Equivalent to Tumble. Note that the AC bonus is negated when equipping heavy armor.
³ Equivalent to Lore.
« Last Edit: May 07, 2018, 04:10:48 AM by ides »

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fractal

  • El-ahrairah
  • 1039
Spell Modifications
« Reply #9 on: September 09, 2010, 09:45:42 PM »
Spell Modifications
The following NWN spells have been modified.

Protection from Alignment: No longer provides immunity to mind-affecting spells, but instead provides immunity to charm/domination and other possession attempts.  + Law/Chaos axis variants
Magic Circle vs. Alignment: As above + Law/Chaos axis variant
Aura vs. Alignment: As above + Law/Chaos axis variant
Word of Faith: Split to two spells (Word of Truth, Word of Judgement), each affecting a different axis of the alignment table. Depending on your own alignment and that of the victims', these spells behave exactly as described in the SRD description of Word of Chaos/etc.
Blindness/Deafness: Changed to the Necromancy school.
Mass Blindness/Deafness: As above.
Bull's Strength, Cat's Grace, Owl's Wisdom, etc.: Ability boosting spells have been changed to bestow +4 (and not 1d4+1) for 1 turn/level (and not hour/level).
Dominate Person: Duration modified to 1 round/level.
Implosion: No longer grants +3 to its DC and cannot affect incorporeal creatures.
Heal / Harm: Capped at 150 hit points of healing/damage.
Knock: Cannot open locks with a DC equal to or greater than 26.
Find Traps: Does not disarm traps. Cannot find traps with a detection DC equal to or greater than 28.
Greater Dispel: Cap raised to +20, instead of +15.
Mage Armor: Grants +4 Armor Enhancement bonus to a chest item. This bonus does not stack with an armor's base AC.
True Seeing: Bestows a combined effect of See Invisibility, Ultravision, and +10 to search checks.
Weird: Applies a penalty of 1d4 Str damage and stuns for one round even on a successful Fortitude saving throw.
Horrid Wilting: Damage type changed to Negative.
Bigby's Interposing Hand: Attack penalty applied to victims is now -4.
Bigby's Forceful Hand: Grapple bonus reduced to +12, applies a 4 rounds knockdown effect on success.
Bigby's Grasping Hand: Fixed erroneous attack roll bonus. Immobilizes rather than paralyzes the target. Check to defeat the hand is now made every round.
Bigby's Clenched Fist: Fixed erroneous attack roll bonus.
Bigby's Crushing Hand: Fixed erroneous attack roll bonus.
Holy Sword: Bestows a bonus of +5 Enhancement and +2d6 Divine bonus damage against evil opponents.
Hold Person / Monster: The target may now attempt a Will save every round to break free of the spell's hold.
Tenser's Transformation: Tenser's Transformation bestows a bonus of +4 to all physical ability scores, +5 on all Fortitude saving throws, +4 Natural AC, and BAB similar to that of a Fighter your level. Spell failure set to 100% during this mode.
Haste: Now bestows a +1 AC Dodge bonus, +1 on all attack rolls, an additional attack per round and increased movement speed. Multiple targets.
Mass Haste: Removed.
Greater Sanctuary: Removed.
Isaac's Greater Missile Storm: Removed.
Undeath to Death: Requires material component.
Greater Magic Weapon / Magic Vestment: Does not stack with other weapon buffing spells. +1 per 4 levels to a maximum of +3.
Flame Weapon: Does not stack with other weapon buffing spells. +1d4 Fire damage, +1d6 at level 8, +1d8 at level 12.
Darkfire: Turn/Level. Does not stack with other weapon buffing spells. +1d6 Fire damage, +1d8 at level 8, +1d10 at level 12.
Keen Edge: Does not stack with other weapon buffing spells.
Blade Thirst: Does not stack with other weapon buffing spells.
Bless Weapon: Does not stack with other weapon buffing spells.
Deafening Clang: Does not stack with other weapon buffing spells.
Raise Dead: Requires a sacrifice of 5000 gp. Casting time is 5 rounds. Post-raise "sickness" of 1 negative level.
Resurrection: Requires a sacrifice of 10000 gp. Casting time is 5 rounds.
Barkskin: Made available to Rangers as a level 2 spell.
Animate Dead: Changed to level 4 for Wiz/Sorc. Caster may summon multiple undead, up to 1 HD per Caster Level.
Create Undead: Changed to level 6 for Wiz/Sorc. Caster may summon multiple undead, up to 1 HD per Caster Level.
Create Greater Undead: Made available to Wiz/Sorc as a level 8 spell. Caster may summon multiple undead, up to 1 HD per Caster Level.
Melf's Acid Arrow: Requires ranged touch attack.
Summon Monster I-IX: Summons may be changed by use of summoning books. Their duration is now turn/level, instead of 24 hours, as well.
Animate Dead: As above.
Create Undead / Create Greater Undead: As above.
Gate: As above.
Shield: Changed to Shield AC bonus. Does not work with equipped shields.
Ultravision: Changed to turn/level.
Polymorph Self: Forms tweaked for server balance. Additionally, Pixie and Zombie have been replaced by Dire Boar and Fire Elemental.
Identify: Grants a bonus of 5 + 1/2 caster level to Knowledge: Arcana and lasts 10 rounds.
Legend Lore: Grants a bonus of 10 + 1/2 caster level to Knowledge: Arcana, and half of that to all other knowledge skills.
Neutralize Poison: Does not remove the often-associated ability drain.
Remove Disease: Does not remove the often-associated ability drain.
Improved Invisibility: Lasts 3 rounds / level; each 3 round tick re-applies invisibility.


Evil Spells
Due to their vile nature, the following spells give a small alignment shift towards evil when cast:
    X Animate Dead
    X Create Greater Undead
    X Create Undead
    X Curse Water
    X Death Knell
    X Desecrate
    X Symbol of Pain
    X Nightmare
    X Unhallow


Spell Schools
Opposing spell schools when choosing a specialization school have been modified as per the following:

Specialized School<------------->Prohibited School
Abjuration <-----------------------------> Necromancy
Conjuration <---------------------------> Enchantment
Divination <------------------------------> Conjuration
Enchantment <----------------------------> Evocation
Evocation <---------------------------------> Illusion
Illusion <--------------------------------> Transmutation
Necromancy <-----------------------------> Abjuration
Transmutation <------------------------> Divination
« Last Edit: July 28, 2018, 09:35:34 PM by ides »

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fractal

  • El-ahrairah
  • 1039
New Spells
« Reply #10 on: September 09, 2010, 09:46:16 PM »
New Spells

Alarm
Alter Self
Animal Shapes
Baleful Polymorph
Bless Water
Blur
Break Enchantment
Calm Emotions
Command
Commune
Comprehend Languages
Consecrate
Control Weather
Create Food and Water
Crushing Despair
Curse Water
Daze Monster
Death Knell
Deep Slumber
Desecrate
Detect Alignment
Detect Poison
Detect Thoughts
Detect Undead
Dimension Door
Dimensional Anchor
Dimensional Lock
Discern Lies
Disguise Self
Disintegrate
Disrupt Undead
Dream
Enthrall
Feather Fall
Fire Seeds
Fire Trap
Flight
Foresight
Freedom
Gaseous Form
Gentle Repose
Glibness
Glitterdust
Goodberry
Good Hope
Hallow
Halt Undead
Heroism
Heroism, Greater
Hide From Undead
Imprisonment
Jump
Longstrider
Lullaby
Mage's Private Sanctum
Major Image
Mass Bull's Strength
Mass Cat's Grace
Mass Cure Light Wounds
Mass Cure Moderate Wounds
Mass Cure Serious Wounds
Mass Cure Critical Wounds
Mass Endurance
Mass Eagle's Splendor
Mass Fox's Cunning
Mass Hold Monster
Mass Hold Person
Mass Invisibility
Mass Owl's Wisdom
Maze
Mending
Minor Image
Misdirection
Modify Memory
Mount
Nightmare
Nondetection
Open/Close
Otiluke's Freezing Sphere
Otiluke's Resilient Sphere
Polar Ray
Power Word: Blind
Programmed Image
Purify Food and Water
Rage
Rary's Telepathic Bond
Refuge
Repel Vermin
Reverse Gravity
Sending
Shocking Grasp
Shout
Shout, Greater
Silent Image
Speak with Animals
Speak with Dead
Spider Climb
Suggestion
Suggestion, Mass
Symbol of Death
Symbol of Fear
Symbol of Insanity
Symbol of Pain
Symbol of Persuasion
Symbol of Sleep
Symbol of Stunning
Symbol of Weakness
Teleport
Teleport, Greater
Tongues
Touch of Idiocy
Tree Shape
Undetectable Alignment
Unhallow
Veil
Ventriloquism
Water Breathing
Water Walk
Whispering Wind
Word of Recall
Zone of Truth
« Last Edit: September 19, 2010, 08:20:57 PM by fractal »

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fractal

  • El-ahrairah
  • 1039
Re: Cormanthor: Technical Manual
« Reply #11 on: September 09, 2010, 09:47:04 PM »
Horses

(A) Fighting on Horseback
Fighting skillfully on horseback is no simple task. Mounted characters suffer a -2 penalty to their attacks and 10% chance of spell failure unless they have the Mounted Combat feat.

Additionally, Tumble AC bonus is negated on horseback.

(B) Horse Barding
Horse barding may provide a bonus of 1/- damage resistance against a specific damage type (depending on the barding).
« Last Edit: May 04, 2011, 05:47:59 PM by Eredruie »

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fractal

  • El-ahrairah
  • 1039
Crafting
« Reply #12 on: September 09, 2010, 09:47:46 PM »
Crafting

(A) Brew Potion
Brew Potion does not come at any XP cost. The GP costs are as follows:
Spoiler (click to show/hide)

(B) Craft Wand
Craft Wand does not come at any XP cost. The GP cost remains.

(C) Scribe Scroll
Scribe Scroll supports all custom spells.

(D) Use Poison
Applied poisons on weapons now have a permanent duration, but dissipate upon hitting a target - whether it succeeded or failed its saving throw.

(E) Craft Armor
This is not used on Cormanthor.

(F) Craft Trap
This is not used on Cormanthor.

(G) Craft Weapon
This is not used on Cormanthor.

« Last Edit: May 07, 2018, 04:11:23 AM by ides »

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fractal

  • El-ahrairah
  • 1039
Re: Cormanthor: Technical Manual
« Reply #13 on: September 20, 2010, 06:28:37 PM »
Familiars & Animal Companions

All Bioware Familiars and Animal Companions have been removed and replaced with the following:

Animal Companions
  • Badger
  • Wolf
  • Bear
  • Boar
  • Hawk
  • Lynx
  • Snake
  • Elk
  • Fox
  • Owl
Familiars
  • Bat
  • Cat
  • Hawk
  • Snake
  • Owl
  • Rat
  • Weasel
  • Raven