Arelith Updates!

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Hoodoo
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Re: Arelith Updates!

Post by Hoodoo » Tue Jan 04, 2022 4:29 am

From Hoodoo
===========
New chat command -awards

See how many awards you possess of each tier

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Hoodoo
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Re: Arelith Updates!

Post by Hoodoo » Fri Jan 07, 2022 12:09 am

Live next-reset:
From Sincra
==================
Assassins and Darkness-Ultravision:
-Now persists after exiting darkness.
-You can now acquire it by entering the darkness.
-Acquiring is only possible for your own darkness, with the requisite levels and if it was cast via the assassin ability.
-Ultravision lasts as per normal.
-No longer is this just a free Ultravision bug :)

Containers:
-Custom Amount now also defaults to 1 if a number was not said.
-Now you don't have to slap 1 repeatedly until you realise. We all know we were.


From Hoodoo
============

Reworked transition protection for the 3rd time... All bugs should be sorted now.

No longer will transition camping with AoE spells be effective.

See supplied image for our rigorous testing procedure
(Courtesy of DM Starfish and DM Avalon Soul)


Final values on transition (For now):
7 seconds of total immunity.
10 seconds for preventing transition TO THE LAST AREA YOU WERE
20 seconds for transition immunity to retrigger


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Kalopsia
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Joined: Thu Sep 28, 2017 10:34 am
Location: Izlude's Torment

Re: Arelith Updates!

Post by Kalopsia » Fri Jan 07, 2022 6:59 pm

From Kalopsia
==============

SPELLSWORD - BASE CLASS REWORK

Note: As of now, the old spellsword path is no longer available on character creation. Existing pathed spellswords will automatically be converted into the new base class after an initial balance assessment phase. Since these characters are presently unaffected, the spellsword class will not be limited to PGCC. However, do remember that numbers and class features may be subject to change in the weeks to come.


Introduction:
The dream of melding magic and weaponplay is fulfilled in the person of the spellsword. A student of both arcane rituals and martial techniques, the spellsword is able to cast spells in armor with reduced chance of failure. Moreover, she can imbue her equipment with unique elemental properties, making her a daunting opponent.


Image


Class Features:
  • Hit Die: d8
  • Proficiencies: All simple and martial weapons, light and medium armor, and shields.
  • Skill Points: 3 + INT modifier
  • Spellcasting: Arcane, INT-based. Spell preparation is required. Arcane Spell Failure is reduced by 20% for pureclassed Spellswords and multiclassed characters with 6+ Spellswords levels. This ASF reduction is automatically applied to equipped armors and shields.
  • Class Skills: Concentration, Craft Mastery, Discipline, Heal, Leadership, Listen, Lore, Parry, Ride, Sail, Spellcraft, Spot.
  • Unavailable Feats: Weapon Specialization, Whirlwind Attack, Improved Whirlwind Attack.
  • Arcane Bonus Feats: Arcane Defense, Bladesong Style, Brew Potion, Combat Casting, Craft Wand, Greater Spell Focus, Greater Spell Penetration, Metamagic, Spell Focus, and Spell Penetration.
  • Epic Bonus Feats: All Arcane Bonus Feats, as well as Armor Skin, Epic Prowess, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Great Intelligence, Improved Combat Casting, and Overwhelming Critical.
  • Primary Saving Throws: Fortitude, Will
  • Base Attack Bonus: Medium (3/4)

Class Progression:
  • Level 1: Spell Level 1, Scribe Scroll, Summon Familiar, Imbue Weapon, Weave Affinity
  • Level 3: Spell Level 2
  • Level 5: Spell Level 3
  • Level 6: Arcane Bonus Feat, Elemental Strike
  • Level 7: Spell Level 4
  • Level 10: Spell Level 5, Uncanny Dodge I
  • Level 11: Imbue Armor
  • Level 12: Arcane Bonus Feat
  • Level 13: Spell Level 6
  • Level 16: Spell Level 7, Greater Elemental Strike
  • Level 18: Arcane Bonus Feat
  • Level 19: Spell Level 8
  • Level 24: Epic Bonus Feat
  • Level 26: Greater Armor Imbue, Elemental Maelstrom
  • Level 28: Epic Bonus Feat, Bonus Attack

Weave Affinity:
  • The Spellsword gains +1 AB and dodge AC per 7 class levels, limited to her base intelligence modifier.
  • For balance reasons, the AC bonus is disabled for characters with Monk levels.

Imbue Weapon:
  • This ability allows the Spellsword to empower her weapon with elemental properties, increasing its attack bonus to +1 per 6 class levels and adding elemental bonus damage, scaling as follows:
    • Class level 1-5 & base INT 13+: 1d4 + 1 damage
    • Class level 6-10 & base INT 14+: 1d6 + 1 damage
    • Class level 11-15 & base INT 15+: 1d8 + 1 damage
    • Class level 16-20 & base INT 16+: 2d4 + 2 damage
    • Class level 21-25 & base INT 17+: 2d6 + 2 damage
    • Class level 26-30 & base INT 18+: 2d8 + 2 damage
  • The fixed damage (i.e. +1 or +2) is applied as a damage increase effect, allowing it to pierce damage resistance and immunity.
  • Weapons can only be imbued once per rest, and active imbues cannot be replaced.
  • Note: The on hit effects of the Spellsword path have been replaced by Elemental Strike. Double Imbue has been disabled.

Elemental Strike:
  • This ability allows the character to perform an instant melee attack, adding their base intelligence modifier to the attack roll and empowering the attack with elemental properties. Elemental Strike can only be activated once per round.
  • Damage increases with class levels and intelligence:
    • Level 6-10 & base INT 14+: +2d2 elemental damage
    • Level 11-15 & base INT 15+: +2d4 elemental damage
    • Level 16-20 & base INT 16+: +2d6 elemental damage
    • Level 21-25 & base INT 17+: +2d8 elemental damage
    • Level 26-30 & base INT 18+: +2d10 elemental damage
  • The above damage is empowered (+50%) when combined with a Weapon Imbue that matches the Strike's element.
  • At Spellsword level 16, Elemental Strike inflicts additional element-specific penalties to the target. Once again the effects are empowered when using a matching Weapon Imbue:
    • Acid: 20% Acid Vulnerability and -2 AC for 1 round (2 rounds with Acid Imbue). These penalties are halved by a successful reflex saving throw.
    • Cold: -1 attack per round and -20% movement speed for 1 round (-2 attacks per round and -40% movement speed with Cold Imbue). These penalties are halved by a successful fortitude saving throw.
    • Electrical: Lightning arcs at up to 3 nearby targets, inflicting twice the above bonus damage (up to 6 targets and empowered damage with Electrical Imbue). This damage is halved by a successful reflex saving throw.
    • Fire: The target catches fire for 1 round, taking twice the above bonus damage twice per round (double duration and empowered damage with Fire Imbue). This damage is halved by a successful initial reflex saving throw.
    • Negative: Vampiric Regeneration equal to the above bonus damage. The effect is halved by a successful fortitude saving throw. (No saving throw when using Negative Imbue.)
  • The DC for saving throws is 10 + class level / 2 + INT modifier.
  • If the Weapon Imbue matches the Elemental Strike's element, the DC increases by 5.
  • The ability can also be activated with the chat command "-elestrike [acid/cold/fire/elec/negative]". If no element is specified, it will default to the last used one.

Imbue Armor:
  • Once per rest, this ability allows the Spellsword to empower her armor with elemental properties, increasing its AC bonus to +1 per 6 class levels and granting additional elemental protection as follows:
    • Class level 11-15 & base INT 15+: 10% immunity and 5/- resistance against the chosen element
    • Class level 16-20 & base INT 16+: 20% immunity and 10/- resistance against the chosen element
    • Class level 21-25 & base INT 17+: 30% immunity and 15/- resistance against the chosen element
    • Class level 26-30 & base INT 18+: 40% immunity and 20/- resistance against the chosen element
  • Imbue Armor improves at class level 26, causing attackers to take 1 elemental damage per base intelligence modifier. Additionally, the Spellsword gains element-specific bonuses:
    • Acid: The above retaliation damage increases by 1d8.
    • Cold: Her armor class increases by 1.
    • Electrical: Her movement speed increases by 20%.
    • Fire: Her attack bonus increases by 1.
    • Negative: She gains regeneration equal to her base intelligence modifier, up to a maximum of +5.

Elemental Maelstrom:
  • This ability allows the spellsword to perform an instant whirlwind attack, adding their base intelligence modifier to the attack roll and empowering the attack with elemental properties corresponding to their active Weapon Imbue. Elemental Maelstrom can only be activated once per minute instead of a regular Elemental Strike.
  • In addition to the weapon damage, nearby enemies take damage scaling with the Spellsword's intelligence:
    • Base INT 14: 3d2 elemental damage
    • Base INT 15: 3d4 elemental damage
    • Base INT 16: 3d6 elemental damage
    • Base INT 17: 3d8 elemental damage
    • Base INT 18+: 3d10 elemental damage
  • Elemental Maelstrom inflicts additional element-specific penalties to affected targets:
    • Acid: 20% Acid Vulnerability and -2 AC for 2 rounds, halved by a successful reflex saving throw.
    • Cold: -2 attacks per round and -40% movement speed for 1 round, halved by a successful fortitude saving throw.
    • Electrical: Lightning arcs between up to 6 nearby targets, inflicting twice the above bonus damage per target, halved by a successful reflex saving throw.
    • Fire: Affected creatures catch fire for 2 rounds, taking twice the above bonus damage twice per round. This damage is halved by a successful initial reflex saving throw.
    • Negative: Vampiric Regeneration equal to the above table. No saving throw.
    • Magic: One breached spell effect.
  • The DC for saving throws is 15 + class level / 2 + INT modifier.

Spellcasting:
  • INT-based, requires preparation. Spellswords can learn new spells from scrolls like Wizards.
  • Spell levels 1 to 8 only, Spellswords are thus unable to select Epic Spell Foci or Epic Spells.
  • Customized Wizard/Sorcerer spell list, details below.
  • The summon restriction has been lifted: New Spellswords can summon freely from items, their class spellbook simply does not have any summon spells.

Spellsword Path Feats:
At this time Spellswords have just one (entirely optional) path option, selectable as a bonus feat at class level 12 or higher. In future, more paths with a similar progression may be added:
  • Bladesong Style
    • Prerequisites: Elf or Half-Elf, Spellsword 12+, Dodge
    • Specifics: 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, belying their deadly martial efficiency.
    • Passive Bonuses: A lightly armored Bladesinger wielding a longsword or rapier with an empty offhand gains a 10% bonus to movement speed and Shield AC equal to 2 + base intelligence modifier (up to +1 per 7 class levels). The maximum bonus is +6. For balance reasons, this AC bonus is also disabled for characters with Monk levels.
    • Bonus feats:
      • Spellsword Level 14: Automatic Quicken Spell 1
      • Spellsword Level 21: Automatic Quicken Spell 2
      • Spellsword Level 28: Ki Critical, Weapon of Choice: Longsword & Rapier
    • Limitations: The Spellsword's Arcane Spell Failure reduction is disabled while wearing medium or heavy armor or not wielding a rapier or longsword with an empty offhand.

Spellsword Spell List
  • Cantrips:
    • Acid splash
    • Daze
    • Electric jolt
    • Flare
    • Light
    • Ray of frost
    • Resistance
  • Level 1:
    • Burning hands
    • Charm person
    • Chromatic Orb
    • Color spray
    • Detect Poison
    • Endure elements
    • Entropic shield
    • Expeditious retreat
    • Faerie fire
    • Grease
    • Horizikaul's boom
    • Ice dagger
    • Ironguts
    • Mage armor
    • Magic missile
    • Magic weapon
    • Negative energy ray
    • Protection from alignment
    • Ray of enfeeblement
    • Scare
    • Shield
    • Sleep
    • True strike
    • Ultravision
  • Level 2:
    • Bear's Endurance
    • Blindness/deafness
    • Bull's strength
    • Cat's grace
    • Cloud of bewilderment
    • Combust
    • Continual flame
    • Darkness
    • Eagle's splendor
    • Elemental weapon
    • Fox's cunning
    • Gedlee's electric loop
    • Ghostly visage
    • Ghoul touch
    • Gust of wind
    • Hold person
    • Invisibility
    • Knock
    • Melf's acid arrow
    • Owl's wisdom
    • Resist elements
    • Scorching Ray
    • See invisibility
    • Web
  • Level 3:
    • Charm monster
    • Clarity
    • Death armor
    • Displacement
    • Find traps
    • Fireball
    • Flame arrow
    • Greater magic weapon
    • Halt Undead
    • Haste
    • Hold monster
    • Invisibility sphere
    • Keen edge
    • Lesser dispel
    • Lightning bolt
    • Magic circle against alignment
    • Mestil's acid breath
    • Negative energy burst
    • Protection from elements
    • Scintillating sphere
    • Slow
    • Stoneskin
    • Sound Lance
    • Water Breathing
  • Level 4:
    • Bestow curse
    • Confusion
    • Contagion
    • Crushing Despair
    • Dismissal
    • Flame shield
    • Fear
    • Finger of Agony
    • Frost Shield
    • Good hope
    • Ice storm
    • Improved invisibility
    • Lesser spell breach
    • Minor globe of invulnerability
    • Remove blindness/deafness
    • Remove curse
  • Level 5:
    • Ball lightning
    • Cone of cold
    • Dispel magic
    • Energy buffer
    • Evil Blight
    • Firebrand
    • Globe of invulnerability
    • Greater stoneskin
    • Isaac's lesser missile storm
    • Lightning Shield
    • Mind fog
    • Nightmare
    • Vampiric touch
    • Wall of fire
    • Wall of Ice
    • War cry
  • Level 6:
    • Acid fog
    • Chain lightning
    • Circle of death
    • Darkbolt
    • Disintegrate
    • Ethereal visage
    • Eyebite
    • Flesh to stone
    • Freeze
    • Greater spell breach
    • Lesser mind blank
    • Lesser spell mantle
    • Mestil's acid sheath
    • Stone to flesh
    • True seeing
  • Level 7:
    • Abi-Dalzim's Horrid wilting
    • Blackstaff
    • Burst of Glacial Wrath
    • Cloudkill
    • Delayed blast fireball
    • Greater dispelling
    • Greater sanctuary
    • Great thunderclap
    • Isaac's greater missile storm
    • Mass haste
    • Premonition
    • Prismatic spray
    • Protection from spells
    • Shadow shield
    • Spell mantle
  • Level 8:
    • Avascular Mass
    • Banishment
    • Greater spell mantle
    • Incendiary cloud
    • Mass blindness/deafness
    • Mass charm
    • Mass Hold Monster
    • Maze
    • Meteor swarm
    • Mind blank
    • Mordenkainen's disjunction
    • Shadow Plague
    • Sunburst
    • Tenser's transformation
    • Time stop

SPELL CHANGES:
  • Blackstaff: Debuff can only be stacked up to 5 times.
  • Shadow Shield: Duration increases to hours/level for characters with 80% or more class levels in Spellsword.
  • Tenser's Transformation: Spellsword counts towards the 80% wizard/sorcerer level requirement, but the spell prevents elemental bonus damage and effects on Elemental Strikes and Elemental Maelstroms while active.
  • True Strike & Mage Armor: Existing Spellsword bonuses also apply to the new base class, but characters need 80% or more Spellsword levels.


From Red Ropes
===============

ITEM CHANGES:
(ONLY) Existing Masterly Elven Chains are getting updated to match these new item properties.
  • Masterly Elven Chain updated to Elven Chainmail
    • Ability Bonus: Dexterity +1
    • AC Bonus +4
    • Arcane Spell Failure -15%
    • Base Item Weight Reduction 40% of Weight
    • Immunity: Damage Type: Bludgeoning 5% Immunity Bonus
    • Immunity: Damage Type: Piercing 5% Immunity Bonus
    • Immunity: Damage Type: Slashing 10% Immunity Bonus
    • Skill Bonus: Hide +5
    • Skill Bonus: Move Silently +5
    • Tier 3 Espruar Rune
    • Special: Counts as Light Armor for the purposes of the Bladesinger Spellsword Path
  • Lesser Moonblade updated to Elfblade
    • Enhancement Bonus +4
    • Damage Bonus vs. Racial Type: Drow 1d8 Damage Slashing
    • Damage Bonus vs. Racial Type: Goblinoid 1d8 Damage Slashing
    • Damage Bonus vs. Racial Type: Orc 1d8 Damage Slashing
    • Extra Melee Damage Type: Piercing
    • Base Item Weight Reduction 40% of Weight
    • Keen
    • Use Limitation: Racial Type: Aquatic Elf, Avariel, Half-Elf, Moon Elf, Sun Elf, Wild Elf, or Wood Elf
    • Increased UMD Requirement (30)
    • Tier 3 Espruar Rune
  • Arcane Headband
    • Ability Bonus: Intelligence +1
    • Bonus Feat: Combat Casting
    • Bonus Spell Slot of Level: Spellsword Level 3
    • Bonus Spell Slot of Level: Spellsword Level 4
    • Bonus Spell Slot of Level: Wizard Level 3
    • Bonus Spell Slot of Level: Wizard Level 4
    • Skill Bonus: Concentration +2
    • Use Limitation: Class: Spellsword or Wizard
    • Tier 2 Thorass Rune
  • Circlet of Logic
    • Ability Bonus: Intelligence +2
    • Bonus Feat: Combat Casting
    • Bonus Spell Slot of Level: Spellsword Level 4
    • Bonus Spell Slot of Level: Spellsword Level 5
    • Bonus Spell Slot of Level: Wizard Level 4
    • Bonus Spell Slot of Level: Wizard Level 5
    • Skill Bonus: Concentration +3
    • Use Limitation: Class: Spellsword or Wizard
    • Tier 3 Thoras Rune
  • Drow Crossbow updated to Hand Crossbow
    • Attack Bonus +1
    • Bonus Feat: Point Blank Shot
    • Bonus Feat: Rapid Shot
    • Bonus Feat: Sneak Attack (+1d6)
    • Unlimited Ammunition: Bolt Ammo: +1
    • Special: One Extra Attack for characters with Rapid Shot and Rapid Reload

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Hoodoo
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Re: Arelith Updates!

Post by Hoodoo » Sat Jan 08, 2022 11:21 am

From Kenji, Kalopsia, Sorrowkitten, Aniel, et al. (2021)
Winter Balance Adjustment
-======================-
-- Class Changes pt 1 --
-======================-
+ Barbarian
2/3 of Shaman levels now count as Barb levels for the following progressions:
Dodge AC
Rage Damage
Passive Con Mod Damage
Rage Damage Scaling
+2 damage at level 1
Extra +1 damage every 7th level until 21st level
Extra +1 damage every 3rd level in the epics
Twohanded weapons (excluding double weapons, including -twohand mode weapons) have the damage multiplied by 1.5, rounded down
Mode: 1H / 2H
Lvl1: +2 / +3
Lvl7: +3 / +4
Lvl14: +4 / +6
Lvl21: +5 / +7
Lvl24: +6 / +9
Lvl27: +7 / +10
Lvl30: +8 / +12
Passive Base Con to Damage Scaling and Bonus Dodge AC when wearing medium or lighter armors
+1 Dmg and Dodge AC every 7 barbarian levels and 1 hard con modifier
Lvl7: +1
Lvl14: +2
Lvl21: +3
Lvl28: +4

+ Cavalier
No longer provides Simple, Martial, Armor, and Shield proficiency
Cavalier Proficiency now include all the cavalry weapons:
Bastard Sword, Cavalry Axe, Cavalry Hammer, Cavalry Sword, Heavy Flail, Katana, Lance, Light Mace, Light Flail, Morningstar, Naginata, Nodachi, Pike, Scythe, Spear, Wakizashi, and Warmace.
Spirited Charge changes:
Can not be used with light weapons (one size smaller than the Cavalier's race) except Light Flail and Spear
Can be used with ranged weapons, but there'll be an AB malus of 2 when charging with ranged weapons
If used in the middle of a flurry or engaged to an enemy, the charge damage is 60% of the damage
If used 2 seconds after pressing the charge ability, then the attack deals 100% of the damage
All charge damage and CC types are streamlined:
Crit threat range is the exact same as the character sheet
Slashing and Piercing
Gets an extra Str mod multiplier
Dazes when charging
Bludgeoning
Stuns when charging
Bullrushes when charging
Cavalry Weapon
Gets an extra Cav level multiplier
Twohand
Gets an extra Str mod multiplier
See the wiki for more details

-======================-
-- Class Changes pt 2 --
-======================-
+ Cleric
Magic and Knowledge domains can scribe scrolls without the feat (doesn't count towards Dweomercraft tier)
Forge domain increases dweomercraft tier by 1 (still follows dweomercraft level gates)
Healing and Suffering domains get overheal up to 60 hp (2 per Cleric, Harper, and Zhent priest levels)
Healer path no longer gets overheal, they will need Healing or Suffering domains for overheal

+ Hexblade
Hex values and scaling capped at 5, 1 per 6 Hexblade levels
Hexblade pre-epic feats are now distributed at every 6th level: 6, 12, and 18 instead of 5, 10, 15, and 20. A net loss of 1 feat.

+ Invisible Blade
Now a 5 level class
Bleed damage is 1 per 2 class levels, rounded up.
Added Discipline as a class skill
No longer requires Two-Weapon Fighting feat as prerequisite
Requires Lightning Reflexes as prerequisite
Class abilities now only require the character to wield a concealable weapon, no longer to dual-wield them
Eviscerate Changes:
Changed to a regular attack roll
Cooldown: 10 seconds
Converts up to 5 Bleeding Wound stacks into 1d3 bonus damage per stack (2d3 at level 5)
This damage is added on top of regular weapon damage and can be critical

+ Monk
Movement Speed Progression:
lvl 3+: 110%
lvl 11+: 115%
lvl 21+: 120%
lvl 28+: 125%

+ Palemaster
Crit Immunity moved to level 15

+ Ranger
Dual-Wield AC now typed as Shield AC instead of Dodge AC
Dual-Wield Mastery now provides +1 AB instead of 2

+ Shaman
Gets Craft Wand at level 6
Spell List changes:
Divine Favor - 1
Ghostly Visage - 2
Cloud of Bewilderment - 2
Water Breathing - 3
War Cry - from 5 to 4
Flesh to Stone - 6
Stone to Flesh - 6
Ethereal Visage - 6
Horrid Wilting - 8
Wail of the Banshee - 9

+ Warlock:
Greater Star Pact: Hex scaling improves to 2/3 of Warlock levels
Epic Undying Pact: Characters with this feat and 10 Palemaster levels gain the Deathless Mastery feat. Undead summon tier increase now requires 24+ base CHA.

-==================-
-- Racial Changes --
-==================-
+ Aasimar & Tiefling
ECL increased to 2
Bloodline malus removed
Bloodline of Duty now changed to +2 Str and +2 Cha
Existing Aasimars and Tieflings are grandfathered

+ Avariel
Can be Lawful Good only if the starting class is Paladin at character creation

+ Drow
Sun-related spells now incur Sunlight penalties for Drow

+ Hobgoblin
Dex lowered from +2 to 0
ECL lowered from 1 to 0
Existing Hobgoblins are grandfathered

+ Ogre
Gift of the Magi now gives -4 Str and +6 Cha instead of -2/+4 (retroactive)
Ogres that took Gift of the Magi with [(12, 13, or 14 base Str) OR (12, 13, or 14 base cha)] will be grandfathered
All ogres are forced to relevel in order to check for these conditions and apply these changes

+ Orog
Bonus AC removed
Orogs no longer receive +2 cha and -2 dex (retroactive)
Orogs with 12, 13, OR 14 base cha before the change will be grandfathered
All orogs are forced to relevel in order to check for these conditions and apply these changes

-======================-
-- Mechanical Changes --
-======================-
+ Animal Empathy
Affected creatures are always turned into henchmen

+ Heal Potion
Lowers sobriety (same amount as a Spirit)

+ Ranged
Characters with ranged weapons equipped will have their movement speed slowed by 75% for 1.5s upon issuing an order to attack a target. Mounted characters with ranged weapon and Mounted Archery feat will not be subjected to this movement speed penalty. If a character stands still and continues to attack, it will not receive movement speed penalty in the subsequent ranged attacks for as long as it's not moving and reissuing attack orders.

+ Ride
AC no longer depends on Tumble. New formula for AC while riding is:
Every 5 ranks of Ride Hard Ranks + Cavalier Level, maximum of 6
ex. A character with 10 levels of cavalier and 8 dex will need 21 hard ranks of ride to get 6 AC while riding
Equipping Longbow or Heavy Crossbow while mounted will receive a -8 AB penalty, nothing reduces this penalty

Dev Comment: While we are aware that there are certain historical longbows (Yumi to be specific), we also wanted to give shortbows and light crossbows another niche beyond unique crafts or small races.

+ Turn Undead
Turn Undead no longer causes affected PCs to run away in fear. Instead, it applies scaling fear penalties similar to NPC fear auras. The duration is 5 rounds; a target can only be affected by the same turner once every 10 rounds. Remove Fear does not negate or prevent this effect.

The fear penalties apply a malus to AB, AC, Saves, Skills, and Spellcasting Failure

+ Two-Weapon Fighting
Characters that took Improved Two-Weapon Fighting manually and without 9 levels of Ranger gets extra +1 AB when dual-wielding

-==================-
-- Weapon Changes --
-==================-
+ Scythe
Crit Multiplier reduced to x3
Simple and Druid Weapon Proficiency
Considered a Cavalry weapon

+ Unfettering Edge (Unique Shaundakul Greatsword)
Cold Damage Bonus removed
Sonic Damage Bonus changed from 1d6 to 1d10
Massive Critical changed from 1d6 to 1d8
Piercing vs Lawful changed from 1d6 to 1d4
Added 1d6 Bludgeoning Bonus Damage

-=================-
-- Spell Changes --
-=================-
+ Divine Shield
Duration for characters with Epic Dodge is no longer halved

+ Inflict Spells
now mirror Cure Spell scaling (2d8/4d8/6d8/8d8 +1 / character level of the target). Inflict Minor Wounds damage increased to 4. The will saving throw to halve the damage is unchanged.

+ Sunlight and Sunburst
now inflict sunlight penalties to light-sensitive races. The duration is 2 to 4 rounds depending on whether the reflex saving throw was successful. (Vampire PCs will only be affected for a maximum of 3 rounds). This effect ignores spell resistance and will affect everyone in the area of effect, including the caster. Friendly creatures are always treated as if they'd passed the save. Darkness spells protect and restore affected targets.

+ Word of Faith
Targets blinded by WoF now gains immunity for 3 rounds before it can be blinded again

-================-
-- Misc Changes --
-================-
+ Path of True Fire
OOC Path of "True Flame" or "True Fire" now renamed to "True Frost" (no mechanical changes, just the OOC name change in path selection)

+ Forced Relevels
The following characters and classes will be forced to relevel:
Hexblades
Invisible Blades
Shamans
Spellswords
Orogs
Ogres

+ Planar Conduit

All summons have been rebalanced. The generalized changes are as follows for all summons:

Primary summon: 32 AB, 37 AC, 360 HP
Secondary summon: 30 AB, 35 AC, 330 HP

The below applies to both:
DR 15/+7
10 regeneration
10% physical damage immunity
Disease immunity
Mind-affecting immunity
Paralysis immunity
Poison immunity


Stream-specific defenses:

Celestial:
100% electrical damage immunity
50% cold damage immunity
50% acid damage immunity
DR 20/- vs. negative energy

Eladrin:
100% electrical damage immunity
50% cold damage immunity
50% acid damage immunity
DR 20/- vs. fire

Mechanus (Formian):
100% cold damage immunity
50% electrical damage immunity
50% fire damage immunity
DR 20/- vs. sonic

Slaad:
100% sonic damage immunity
DR 10/- vs. fire
DR 10/- vs. electrical
DR 10/- vs. cold
DR 10/- vs. acid

Summon specific damage:

Celestial:
Word Archon: 1d10+30 bludgeoning, +2d12 divine - 17/20/x2
Warden Archon: 3d10+9 slashing, +2d12 divine - 20/x3

Eladrin:
Shiradi: 2d12+31 slashing, +2d12 divine - 17/x2
Ghaele: 1d8+2d12+8 slashing, +2d12 divine - 19-20/x2

Mechanus (Formian):
Formian Princess: 1d8+32 piercing, +2d12 acid - 19-20/x3
Formian Myrmarch: 1d8+2d12+10 slashing, +2d10 acid - 19-20/x2

Slaad:
White Slaad Lord: 7d10+12 slashing and piercing - 20/x2
Grey Slaad: 6d10+11 slashing and piercing - 20/x2

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Spyre
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Re: Arelith Updates!

Post by Spyre » Sat Jan 08, 2022 5:13 pm

Live next reset:

From Kalopsia
==============
SPELLSWORD CLASS:

- NEW PATH: Abjurant Champion
> Prerequisites: Spellsword 12, Armor Proficiency (Heavy), Combat Casting, Strength 13+
> Can imbue shields using their Imbue Weapon ability, increasing the shield's AC bonus to +1 per 6 class levels and granting it 5/+[base INT modifier + 1, up to +5] damage reduction.
> Just like an imbued off-hand weapon, the shield's element will enable synergy bonuses for Elemental Strikes.
> Level 14: Automatic Still Spell I.
> Level 21: Automatic Still Spell II.
> Level 28: Improved Combat Casting. Also ESF:Abjuration if the character has GSF:Abjuration.

- Bladesong Style:
> Added a 13+ DEX prerequisite

- Elemental Strike:
> Secondary effects are properly prevented when the character is under the effects of Tenser's Transformation.
> Slightly reduced the radius of Electrical Strike.

SPELLS & ABILITIES:

- Tenser's Transformation:
> Fixed the bonus AB calculation
> Also reduces a Spellsword's off-hand element damage.

- Divine Smite/Elemental Strike/Eviscerate:
> These abilities now properly calculate physical damage bonuses on weapons
> Double-sided weapons also no longer erroneously receive 1.5 times the STR modifier as physical damage

From the Team
=============

- Aasimar / Tiefling properly represented at +3 ECL despite earlier patch note listing it as +2.
- Various other bug fixes.
Discord: MalKalith#8042
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Spyre
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Re: Arelith Updates!

Post by Spyre » Sun Jan 09, 2022 10:18 pm

From the Team:
================
Leadership bonuses to head selling have been reeled in and made more accessible across all levels.

Leadership now functions as follows for the selling of heads:
* Still hard ranks only.

* Investing the max leadership you can for your level rewards you with a 100% bonus to selling heads.

* Investing less will proportionately adjust the value of any bonus.

* Selling heads pre-epic still incurs a slight negative as a representative of "disbelief" on the part of the NPC.
> This is at most a 19% malus at level 1 and drops to a 0% penalty at level 20.

* Head values consequently will now cap at around the 1600 mark per top-tier head.

Examples to help better explain the way in which the bonus impacts you as you level:
Level 24 with 12 hard ranks:
44% Bonus. (12 / (24 + 3)) * 100

Level 3 with 6 hard ranks:
83% bonus. ((6 / (3 + 3)) - (0.20 - 0.03)) * 100

Level 12 with 9 hard ranks:
52% ((9 / (12 + 3)) - (0.20 - 0.12)) * 100

The Formulae is as follows for epic:
(Hard Ranks / (Character level + 3))

With this attachment for pre-epic:
(20 - Character level) / 100.

- Various bug fixes for the Winter Balance and other areas.

From Kalopsia
==============
SPELLSWORD CLASS:
- Spellbook adjustments:
> Mass Haste moved to Level 6.
> War Cry moved to Level 7.
- More Spells per Day across the board, particularly at lower Spell Levels.
- Path feats renamed to Path of the Bladesinger & Path of the Abjurant Champion.
- Various bug fixes.

ARCHERY:
- The Movement Speed Decrease upon issuing an attack has been replaced by a -15 Attack Penalty that is automatically applied while the character is running, and removed soon after stopping.

SPELLS & ABILITIES:
- Sunbeam/Sunburst:
> Removed the interaction with the Sunlight Script
> Instead, these spells now blind Drow, Derro and Vampires for 2 rounds. Spell resistance applies.
> Characters that were blinded by either Sunbeam, Sunburst or Word of Faith are immune against Blindness for 3 rounds.

RACES:
- Hobgoblin: ECL reverted to +1.
Discord: MalKalith#8042
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Spyre
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Re: Arelith Updates!

Post by Spyre » Wed Jan 12, 2022 3:39 pm

Live next reset:

From Kalopsia
==============
SPELLSWORD CLASS:
- Autostrike Mode:
> Use "-elestrike auto" to toggle this mode on or off.
> While the mode is enabled, characters will automatically repeat the same Elemental Strike every 6 seconds and cooldown messages are less obtrusive.
> Targeting opponents with a different Elemental Strike in between those intervals causes it to be queued and activated once the cooldown is over.
Afterwards, the character will keep using this new element.
> Elemental Maelstrom can be queued in the same way, but will only be used once.
The character will then resume activating the Elemental Strike variant they used before.
- Scroll cases now highlight unlearned Spellsword spells.
- Ioun Stone (Scarlet and Blue): Now usable by Spellswords
- Bugfix: Imbue Effects no longer disappear on server transitions.

From Red Ropes
--------------

Deity Book tweaks, deity errata fixes, and a god addition.

* Monstrous & Other Powers Category now called Other Powers.

* Draconic Powers now called Kobold & Draconic Powers.

* Kobold deities (Kurtulmak, Gakulnak, and Daranok) moved from Other Powers to Kobold & Draconic Powers. Sekolah is only found in Nature & Beast Cults, Yeenoghu only in Abyssal Powers.

* Trishina's alignment hops corrected to LG, NG, LN from LG, NG, CG -- if you have been impacted by this please request an alignment shift via the system.

* Thoth is now added to "Shadow Magic" accessible deities due to that gods' magical permissiveness. (Only applies to his neutral and evil followers.)

* Wild Dwarves only have access to Thard Harr in the dwarven pantheon as they only worship him and are isolated from other dwarven subraces. This does not mean they can't worship anything else but will mean they need to take GoD at creation to be a divine class of any other deity in that pantheon. They have been removed from the "Dwarves" and "Gold & Shield Dwarf Categories" - the Dwarves category has been renamed "Deep Dwarves" (Gold, Grey, Shield) and Gold & Shield Dwarves into "Surface Dwarves" (Gold, Shield).

* Added the giant goddess Iallanis to Other Powers. H&H, K&I - all good, paladin accessible. She is the Giant Goddess of Love, Beauty, Mercy, Peace and is venerated by Firbolgs on the continent.

From Sincra
==============
Major overhaul to the "Magical item" loot generation system.
This will result in a couple things:
-Notably more tailored items, It will now prioritise:
* Skills above 1/3 your levels max investment potential.
* Your highest attribute. (Singular)
* Of note, prioritise does not mean guarantee and some forms of generation do not care what or who you are still.

-Universal save has been added to the pool of "attribute" slot generation.

-Expect to see ongoing work/properties added with this in the near future.

-This should also bring an end to the "tier1h lgen" garbage people have been finding.
Discord: MalKalith#8042
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The GrumpyCat
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Re: Arelith Updates!

Post by The GrumpyCat » Wed Jan 12, 2022 6:05 pm

Popping this in both Announcement and also DM messages for maximum visability.
There has been an increase of quarter breaking, which has led to many cases of excessive theft. Going forward the new ruling surrounding to theft and quarters is the following:

- Each person/group involved with a break in of a home/quarter/guildhouse/ship is only allowed to steal one (1) item from only /one/ chest per real life day (24 hours).

- If the chest has a container item (Jewelry box, Gem bag, Trap Box, Scroll Case, etc) you may only take one item from within it.

- Stealing a fixture from the home does /not/ count as the one item but is still limited to one per day per individual/group. However a bookshelf (and any future similar fixture) should only have one item taken from it.

-Your group is your entire involved party and you are responsible, collectively, in any theft or capers. You can break into as many homes as you like but you cannot violate the 1 item/1 fixture theft.


(edited to add in an extra bit)

For full clarification - a quarter breaker can enter as many quarters as he or she likes, but may only take an item/fixture from ONE of those per 24 hours.
This too shall pass.

(I now have a DM Discord (I hope) It's DM GrumpyCat#7185 but please keep in mind I'm very busy IRL so I can't promise how quick I'll get back to you.)

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Hoodoo
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Re: Arelith Updates!

Post by Hoodoo » Thu Jan 13, 2022 1:58 am

FIRST contribution from our new web-dev, backlands!! Welcome him aboard 😄

From backlands, Hoodoo, Mord
==============
We put together a new tool for everyone to reference crafting recipes from your browser (desktop/mobile). You can now visit http://craft.nwnarelith.com/ to view the full database of crafting recipes. Recipes are shown from PGCC (which is now in sync with Live).

Feel free to submit feedback or bugs you run into on the forum!

Hoodoo Note: There currently exists an API, but it is subject to change. We do not recommend developing any bots/applications that interface with this yet

Kalopsia
Art Director
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Posts: 633
Joined: Thu Sep 28, 2017 10:34 am
Location: Izlude's Torment

Re: Arelith Updates!

Post by Kalopsia » Fri Jan 14, 2022 5:49 pm

From Kalopsia
==============
SPELLSWORD CLASS:
  • Imbue Armor: Elemental DI/DR progression lowered as follows:
    • Level 25+ & Base INT 18+: 30% DI, 15/-DR
    • Level 20+ & Base INT 17+: 20% DI, 10/-DR
    • Level 15+ & Base INT 16+: 10% DI, 5/-DR
    • Level 10+ & Base INT 15+: 5% DI, 2/-DR
  • Abjurant Champion:
    • Prerequisites changed to Heavy Armor Proficiency, GSF:Abjuration and 13+ Strength.
    • Shield Imbue:
      • AC progression lowered to +1 per 7 levels; DR capped at +4.
      • Now grants Elemental DR/DI equal to half the Spellsword's Imbue Armor bonus instead of enabling synergy for a second Elemental Strike.
      • Magic Shield Imbue has been disabled.
    • Level 28 Path Feat changed to ESF:Abjuration; no more Improved Combat Casting.
    • Path Limitation: Cannot activate Elemental Maelstrom.
    • Existing Abjurant Champions are required to relevel.
  • Negative Elemental Strike: Changed to a Will save.
  • Spellbook Changes: Removed Circle of Death & Good Hope.
  • Autostrike Mode: Improved targeting and fixed some feedback text.


From Kenji
==========
- Cavalier
+ Spirited Charge
Minimum Charge Damage increased from 60% to 80%
Maximum Charge Damage increased from 100% to 110% (over 2 seconds)

- Cleric
+ Suffering Domain
Inflict line spells (Not Harm) cast from the spellbook are now vampiric for half the amount inflicted and can apply Overheal to the Cleric

+ Lifeline (or Soul Shackle)
Lifeline duration changed from 1 minute to 60 minutes
Lifeline mechanics now available for Protection and Undeath domains (but not Healer path)
Upon casting Raise Dead or Ressurection on a friendly living target, Protection domain clerics will apply "Lifeline" whereas Undeath domain clerics will apply "Soul Shackle". They are mechanically identical, but the feedback messages will be different.
When Lifeline is activated (upon Target death within the duration), Target is ressurected and applied with Greater Sanctuary effect for 12 seconds. (Similar to a God save)

+ Planned changes (Not live yet):
Healers will get their weapon and armor proficiencies refunded
Healing Domain clerics will heal themselves for half the amount when they heal others with healing spells from their spellbooks

- Barbarian
+ Mighty Rage
Regen is now the same as hard con modifier
Cleanses CC every 3 rounds for as many times as soft con modifier

+ Planned changes (Not live yet):
Temp HP will be reduced from 6 to 3 per barbarian levels
CC Cleanse will not be able to remove Turn Undead fear

- Parry
+ Parry AC Bonus
Now enabled when wielding a Torch

- Ranger
+ Dual-Wield Mastery
Can now be taken at Ranger level 9 instead of 15

- Ranged
+ Assembly Template
Increased unstable slot scaling with spells, new scaling updated on Wiki

+ Arrow/Bolt Quivers and Bullet Bags
Now scales up to 5 physical damage from 3


From Red Ropes
==============
Several updates to Art Crafting Helmets, their lore, and narrative purposes. Nothing will be updated to allow people who preferred the old items to use them and since most of them are not very expensive they can just be remade.

  • Crown of Horns Replica updated to Carrion-Eater's Shroud
    • Before:
      • Enhancement Bonus: Intelligence +2
      • Skill Bonus: Intimidate +4
      • Use: Create Undead (16) 1 Use/Day
      • Only Useable By: Evil
      • Increased UMD Requirement: 45
    • After:
      • Ability Bonus: Constitution +1
      • AC Bonus vs. Racial Group: Undead +5
      • Additional Property: Use Magic Device - +40
      • Bonus Feat: Spell Focus (Necromancy)
      • Bonus Spell Slot of Level: Cleric Level 6
      • Bonus Spell Slot of Level: Favored Soul Level 6
      • Bonus Spell Slot of Level: Shaman Level 6
      • Bonus Spell Slot of Level: Sorcerer Level 6
      • Bonus Spell Slot of Level: Wizard Level 6
      • Cast Spell: Circle of Doom (20) Unlimited Uses/Day -
      • Darkvision
      • Immunity: Damage Type: Bludgeoning 5% Immunity Bonus
      • Skill Bonus: Bluff +2
      • Skill Bonus: Concentration +3
      • Skill Bonus: Hide +1
      • Skill Bonus: Intimidate +2
      • Skill Bonus: Lore +2
      • Skill Bonus: Move Silently +1
      • Skill Bonus: Spellcraft +2
      • Use Limitation: Alignment Group: Evil
      • Use Limitation: Class: Cleric
      • Use Limitation: Class: Favored Soul
      • Use Limitation: Class: Shaman
      • Use Limitation: Class: Sorcerer
      • Use Limitation: Class: Wizard
      • ILR 21
      • Tier 3 Fiendish Rune
  • Headband of Protection
    • Before:
      • Armor Bonus: +2 (AC Deflection Modifier)
      • Spell Resistance: 26
    • After:
      • AC Bonus +2
      • Spell Resistance 26
      • ILR 16
      • Tier 3 Thorass Rune
      • Can be runed a final time at Masterwork tier.
  • Druidic Garland updated to Greenseer's Masque
    • Before:
      • Damage Immunity: Bludgeoning 5%
      • Enhancement Bonus: Wisdom +2
      • Skill Bonus: Animal Empathy +5
      • Skill Bonus: Concentration +5
      • Bonus Spell Slot: Druid Level 4
      • Regeneration: +1
      • Only Useable By: Druid
      • Increased UMD Requirement: 35
    • After:
      • Ability Bonus: Constitution +1
      • AC Bonus: AC Natural Modifier +3 -
      • AC Bonus +2
      • AC Bonus vs. Racial Group: Aberration +4
      • AC Bonus vs. Racial Group: Construct +4
      • AC Bonus vs. Racial Group: Undead +4
      • Additional Property: Use Magic Device - +40
      • Bonus Feat: Spell Focus (Divination)
      • Bonus Spell Slot of Level: Cleric Level 6
      • Bonus Spell Slot of Level: Druid Level 6
      • Bonus Spell Slot of Level: Favored Soul Level 6
      • Bonus Spell Slot of Level: Paladin Level 4
      • Bonus Spell Slot of Level: Ranger Level 3
      • Bonus Spell Slot of Level: Shaman Level 6
      • Cast Spell: One With The Land (7) 1 Use/Day +3
      • Regeneration +1
      • Skill Bonus: Animal Empathy +5
      • Skill Bonus: Concentration +3
      • Skill Bonus: Hide +1
      • Skill Bonus: Lore +2
      • Skill Bonus: Move Silently +1
      • Skill Bonus: Spellcraft +2
      • Use Limitation: Class: Cleric
      • Use Limitation: Class: Druid
      • Use Limitation: Class: Favored Soul
      • Use Limitation: Class: Ranger
      • Use Limitation: Class: Shaman
      • Use Limitation: Specific Alignment: Chaotic Neutral
      • Use Limitation: Specific Alignment: Lawful Neutral
      • Use Limitation: Specific Alignment: Neutral Evil
      • Use Limitation: Specific Alignment: Neutral Good
      • Use Limitation: Specific Alignment: True Neutral
      • ILR 21
      • Tier 3 Espruar Runes
  • Black Iron Coronet updated to Duergan Coronet
    • Before:
      • Armor Bonus: +2 (AC Deflection Modifier)
      • Damage Immunity: Bludgeoning 5%
      • Enhancement Bonus: Strength +2
      • Skill Bonus: Spot +3
      • Runic
      • Only Useable By: Evil
      • Only Useable By: Dwarf
      • Increased UMD Requirement: 60
    • After:
      • AC Bonus +3
      • AC Bonus vs. Racial Group: Aberration +5
      • Cast Spell: Clarity (3) 1 Use/Day +2
      • Decreased Skill Modifier: Animal Empathy -5
      • Decreased Skill Modifier: Bluff -2
      • Decreased Skill Modifier: Climb -2
      • Decreased Skill Modifier: Disable Trap -2
      • Decreased Skill Modifier: Hide -2
      • Decreased Skill Modifier: Leadership -5
      • Decreased Skill Modifier: Listen -2
      • Decreased Skill Modifier: Move Silently -2
      • Decreased Skill Modifier: Open Lock -2
      • Decreased Skill Modifier: Parry -2
      • Decreased Skill Modifier: Perform -2
      • Decreased Skill Modifier: Ride -2
      • Decreased Skill Modifier: Search -2
      • Decreased Skill Modifier: Sleight-of-hand -2
      • Decreased Skill Modifier: Spot -2
      • Decreased Skill Modifier: Tumble -2
      • Decreased Skill Modifier: Use Magic Device -2
      • Decreased Skill Modifier: Use Traps -2
      • Immunity: Damage Type: Bludgeoning 10% Immunity Bonus
      • Skill Bonus: Concentration +5
      • Skill Bonus: Discipline +2
      • Spell Resistance 18
      • Weight Increase 10 lbs.
      • Weight Increase 10 lbs.
      • ILR 16
      • Tier 3 Dethek Runes
      • ITEM_STR_REQUIREMENT 20
  • Brass Crown
    • Before:
      • -
    • After:
      • Ability Bonus: Charisma +1
      • Bonus Feat: Combat Casting
      • Skill Bonus: Animal Empathy +2
      • Skill Bonus: Appraise +2
      • Skill Bonus: Bluff +2
      • Skill Bonus: Concentration +2
      • Skill Bonus: Intimidate +2
      • Skill Bonus: Leadership +2
      • Skill Bonus: Perform +2
      • Skill Bonus: Taunt +2
      • Tier 1 Thorass Rune
  • Gold Crown
    • Before:
      • Enhancement Bonus: Charisma +1
      • Skill Bonus: Bluff +3
      • Skill Bonus: Leadership +3
      • Skill Bonus: Perform +3
    • After:
      • Ability Bonus: Charisma +2
      • Bonus Feat: Combat Casting
      • Material Gem, Diamond
      • Skill Bonus: Animal Empathy +3
      • Skill Bonus: Appraise +3
      • Skill Bonus: Bluff +3
      • Skill Bonus: Concentration +3
      • Skill Bonus: Intimidate +3
      • Skill Bonus: Leadership +3
      • Skill Bonus: Perform +3
      • Skill Bonus: Taunt +3
      • ILR 12
      • Tier 2 Thorass Rune
  • Crown of Domination updated to Beguiler's Crown
    • Before:
      • Enhancement Bonus: Charisma +2
      • Bonus Feat: Spell Focus (Enchantment)
      • Skill Bonus: Concentration +4
      • Skill Bonus: Leadership +4
      • Use: Dominate Person (7) 1 Use/Day
    • After:
      • Ability Bonus: Constitution +1
      • Additional Property: Use Magic Device - +30
      • Bonus Feat: Spell Focus (Enchantment)
      • Bonus Spell Slot of Level: Bard Level 5
      • Bonus Spell Slot of Level: Sorcerer Level 5
      • Bonus Spell Slot of Level: Spellsword Level 5
      • Bonus Spell Slot of Level: Warlock Level 6
      • Bonus Spell Slot of Level: Wizard Level 5
      • Cast Spell: Charm Monster (10) Unlimited Uses/Day +20
      • Immunity: Damage Type: Bludgeoning 5% Immunity Bonus
      • Skill Bonus: Animal Empathy +3
      • Skill Bonus: Appraise +3
      • Skill Bonus: Bluff +1
      • Skill Bonus: Concentration +3
      • Skill Bonus: Hide +1
      • Skill Bonus: Intimidate +3
      • Skill Bonus: Leadership +1
      • Skill Bonus: Lore +2
      • Skill Bonus: Move Silently +1
      • Skill Bonus: Perform +1
      • Skill Bonus: Spellcraft +2
      • Skill Bonus: Taunt +3
      • Use Limitation: Class: Bard
      • Use Limitation: Class: Sorcerer
      • Use Limitation: Class: Spellsword
      • Use Limitation: Class: Warlock
      • Use Limitation: Class: Wizard
      • ILR 21
      • Tier 3 Thorass Rune
  • Divine Diadem
    • Before:
      • Enhancement Bonus: Wisdom +1
      • Skill Bonus: Concentration +3
      • Bonus Spell Slot: Cleric Level 4
      • Bonus Spell Slot: Cleric Level 5
    • After:
      • Ability Bonus: Wisdom +2
      • Bonus Feat: Combat Casting
      • Bonus Spell Slot of Level: Cleric Level 6
      • Skill Bonus: Concentration +2
      • Skill Bonus: Lore +2
      • Skill Bonus: Spellcraft +2
      • Use Limitation: Class: Cleric
      • ILR 16
      • Tier 3 Thorass Rune
  • Sacrament Visage updated to Blessed Visor
    • Before:
      • Enhancement Bonus: Charisma +2
      • Skill Bonus: Concentration +3
      • Skill Bonus: Spellcraft +3
      • Bonus Spell Slot: Favored Soul Level 6
      • Only Usable By: Favored Soul
      • Increased UMD Requirement (40)
    • After:
      • Ability Bonus: Charisma +2
      • Bonus Feat: Combat Casting
      • Bonus Spell Slot of Level: Favored Soul Level 6
      • Skill Bonus: Animal Empathy +1
      • Skill Bonus: Appraise +1
      • Skill Bonus: Bluff +1
      • Skill Bonus: Concentration +2
      • Skill Bonus: Intimidate +1
      • Skill Bonus: Leadership +1
      • Skill Bonus: Lore +2
      • Skill Bonus: Perform +1
      • Skill Bonus: Spellcraft +2
      • Skill Bonus: Taunt +1
      • Use Limitation: Class: Favored Soul
      • ILR 16
      • Tier 3 Thorass Rune
  • Speaker's Visage updated to Celebrant's Mask
    • Before:
      • Armor Bonus: +2
      • Armor Bonus vs: Lawful +3
      • Enhancement Bonus: Wisdom +1
      • Skill Bonus: Concentration +3
      • Bonus Spell Slot: Shaman Level 4
      • Only Usable By: Shaman
      • Increased UMD Requirement: 30
    • After:
      • Ability Bonus: Wisdom +2
      • AC Bonus +2
      • Base Item Weight Reduction 80% of Weight
      • Bonus Feat: Combat Casting
      • Bonus Spell Slot of Level: Shaman Level 4
      • Immunity: Damage Type: Bludgeoning 10% Immunity Bonus
      • Saving Throw Bonus: Universal +1
      • Skill Bonus: Concentration +2
      • Skill Bonus: Lore +2
      • Skill Bonus: Spellcraft +2
      • Use Limitation: Class: Shaman
      • ILR 16
      • Tier 3 Thorass Rune
  • Circlet of Heroic Might
    • Before:
      • Damage Immunity: Bludgeoning 5%
      • Enhancement Bonus: Constitution +1
      • Enhancement Bonus: Strength +2
      • Skill Bonus: Intimidate +3
      • Improved Saving Throws: Fear +2
      • Runic
      • Only Useable By: Barbarian
      • Increased UMD Requirement: 50
    • After:
      • Ability Bonus: Constitution +1
      • Ability Bonus: Strength +2
      • Additional Property: Use Magic Device - +40
      • Decreased Skill Modifier: Lore -2
      • Decreased Skill Modifier: Use Magic Device -1
      • Immunity: Damage Type: Bludgeoning 5% Immunity Bonus
      • Saving Throw Bonus: Fear +3
      • Skill Bonus: Intimidate +3
      • Skill Bonus: Taunt +2
      • Use Limitation: Class: Barbarian
      • Weight Increase 5 lbs.
      • ILR 21
      • Tier 3 Thorass Rune

User avatar
Hoodoo
General Admin
General Admin
Posts: 474
Joined: Sat Jun 15, 2019 10:24 pm

Re: Arelith Updates!

Post by Hoodoo » Sat Jan 15, 2022 4:32 pm

Live NOW!
From Backlands
==============
New features have been added to the crafting reference app (http://craft.nwnarelith.com/). You can now add recipes to your "Crafting Queue" as well as a "Shopping List" to track what you need to make and gather. Your list and queue in the craft app are saved to local storage meaning it will reload after closing the browser tab and reopening the app!

Note: There is an issue where the CP of some items shows as 0, we are working on this and will notify as this gets resolved.

http://craft.nwnarelith.com/
See the following video for example usage:
https://cdn.discordapp.com/attachments/ ... -17-28.mp4

Kalopsia
Art Director
Art Director
Posts: 633
Joined: Thu Sep 28, 2017 10:34 am
Location: Izlude's Torment

Re: Arelith Updates!

Post by Kalopsia » Sat Jan 15, 2022 11:20 pm

From Kalopsia
=============
SPELLSWORD CLASS:
  • Elemental Strike/Maelstrom: Elemental Bonus damage progression adjusted as follows:
    • Level 26+ & Base INT 18+: 2d8 damage
    • Level 21+ & Base INT 17+: 2d6 damage
    • Level 16+ & Base INT 16+: 2d4 damage
    • Level 11+ & Base INT 15+: 2d2 damage
    • Level 6+ & Base INT 14+: 2 damage
  • Imbue Weapon:
    • Uses per day are automatically reduced to 1 unless the Spellsword is an Abjurant Champion or has the Two-Weapon Fighting feat.
  • Autostrike Mode:
    • Autostrike Mode has been tweaked to no longer interrupt spellcasting.
SPECIAL ATTACKS:
  • Instant special attacks like Elemental Strike or Divine Smite now include damage bonuses against alignment or race.
  • Damage calculation has been improved, preventing an instance of unintended stacking.
  • Attack rolls now respect creature size modifiers. Since these apply to the target's AC, the information is not visible in the combat log.

From Sweet Potato and Kalopsia
============================
NEW KOBOLD MODELS:
  • 4 New Kobold appearances, available on character creation.

From Sweet Potato and Kenji
=========================
NEW WEAPON: NODACHI
  • 3d4 Slashing
  • 19-20 x2
  • Large size
  • Finessable by medium creatures (considered a Rogue and Swashbuckler weapon)
  • Exotic or Cavalier weapon proficiency

From Kenji
==========
- Barbarian
+ Rage Temporary HP
Scaling reduced from 6 to 3 per barbarian level

+ Mighty Rage
No longer removes Turn Undead fear malus

- Domains
+ Domain Powers
All domain powers (existing and future additions) share a cooldown of 10 minutes.
Example:
A Neutral Cleric with Good and Evil domain gain access to their Domain Powers as Divine Smite button
The said cleric uses Good Domain Power feat to smite, the charge is replenished but Domain Power will be on cooldown
The Evil Domain Power feat can not be used by the said cleric for another 10 minutes

+ Animal/Vermin Domain
+3 Animal Empathy

+ Evil/Good Domain
Domain Power Feats act as a single charge of Smite. (They do not qualify for Extra Smite or Great Smite feats)
Cleric levels now count towards Divine Smite if they have Good or Evil domain

+ Healing Domain
+3 Heal
Healing spells cast from the spellbook (not Heal) that heals others also heals the caster for half the amount and applies overheal

+ Magic/Knowledge/Forge Domain
+3 Craft Mastery/Lore

+ Strength/Travel Domain
+3 Sail/Climb

+ Trickery Domain
+2 Hide/Move Silently/Open Lock/Disarm Trap/Set Trap/Sleight of Hand/Bluff/Perform

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Re: Arelith Updates!

Post by Hoodoo » Sun Jan 16, 2022 4:30 pm

From Sincra, in a reset or few:
====================
Gathering Tools:
-Expanded groups, no longer just the old tools, now includes weapon groups that make sense thematically.

Mineral Gem Deposits:
The old Gem hammers
Dwarven War Axe
Lighthammer
Light Pick
Maul
Warhammer

Mining Ore Deposits:
The old Mining Pick (Axe)
Dwarven War Axe
Heavy Pick
Light Pick
Maul

Lumber and Wood Cutting:
The old Lumber Axe
Dwarven War Axe
Double Axe
Great Axe
Hand Axe

Assassins and Contracts:
-Contract payouts now go to your bank, suicide running a corpse is still not allowed, you are warned.

Rest Menu:
-Order of access now respected where intended throughout, Example:
* Entering Modify Mainhand
* Enter Part to Modify
* Press [Back]
* Returns to Modify Mainhand
Instead of returning to general appearance area.

Container Weights:
-Now dynamic during a session, they will adjust to be exact weights but this will not persist due to limitations.
-Rejoining will default it back to the nearest 5lb's.

Hoodoo:
======
To clarify "Suicide running":
Suicide running is the act of ignoring all combat/events in an attempt to get the gold/bounty redeemed with no heed to roleplay.

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Re: Arelith Updates!

Post by Irongron » Tue Jan 18, 2022 8:07 pm

- Various fixes based on reported bugs, and some creature rebalancing.

- Changed the XP reward on many quests, with courier quests significantly reduced in rewards, and certain others (including the Deep Wells and Gareb-Duhr in the UD increased. A number of other quests have had their level range increased.

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Re: Arelith Updates!

Post by Kalopsia » Wed Jan 19, 2022 9:09 pm

From Kalopsia
==============
NEW SPELLSWORD PATH: ARCANE MARAUDER
Some spellswords strive to use heavier weaponry for taking down foes, preferring a brute-force approach to combat that most magi shy away from. These arcane marauders trade defensive abilities for more powerful attacking strength.
  • Prerequisites: Spellsword 12, Toughness, Weapon Focus (Melee Weapon), Constitution 13+
  • Bonuses:
    • An Arcane Marauder's Imbue Weapon ability is more potent, granting the targeted weapon an Enhancement Bonus rather than an Attack Bonus. Further, the timer on Elemental Maelstrom is halved.
    • Class Level 14: Weapon Specialization.
    • Class Level 21: Power Attack.
    • Class Level 26: Imbue Weapon improves at class level 26, granting further, element-specific bonuses:
      • Acid: Acid retaliation damage equal to 1d8 plus base intelligence modifier.
      • Cold: Armor class increases by 1.
      • Electrical: Movement speed increases by 20%.
      • Fire: Attack bonus increases by 1.
      • Negative: Regeneration equal to base intelligence modifier, up to a maximum of +5.
    • Class Level 28: Epic Weapon Specialization.
  • Limitations: The Spellsword can no longer imbue armors, and the Weave Affinity bonuses to attack and defense are lost while not wielding a two-handed weapon.

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Re: Arelith Updates!

Post by Spyre » Thu Jan 20, 2022 5:06 pm

From backlands
==============
A new update to http://craft.nwnarelith.com is now available. The app should now have the correct DC and Craft Point cost of all recipes. If there are any missing or incorrect please let us know in the feedback forums!

The app now also provides links for base components to view all recipes using that material (such as the Rogue Stone). In addition, if there are multiple recipes for an item clicking that item in a recipe shows all available recipes for that item, not just the first one found.

Known bug: Gem Dust recipes are not recognized as a craftable item.
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Re: Arelith Updates!

Post by ActionReplay » Thu Jan 20, 2022 9:29 pm

Next reset:

- Storm Update, there are now variants of Storms that can spawn on the sea grid.
These storms come with varying DCs, Damage and some of them can be up to 2x2 Quadrants in Size.

- Better displaying of Storm notification and you can spot storms on the map if you are within their vicinity.

- Undead Galleons are more likely to spawn at night at Edge waters.

- Added a new option under -ship [Settings] command where you can toggle Group Boarding on / off. This means if it's disabled your character won't be ported over to Ships & Land Encounters etc when someone picks the Group Boarding option from the Skiff or Boatswain.

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Re: Arelith Updates!

Post by Kalopsia » Fri Jan 21, 2022 5:55 pm

From Kalopsia
==============
SPELLSWORD CLASS:
  • Arcane Marauder: Now allows -twohand mode.
  • Various fixes and improvements in preparation for the upcoming migration of pathed Spellswords.

NOTE: We are planning to migrate old, "pathed" Spellsword characters to the new base class this weekend. If your character is one, try to remember the server you logged out on, and make sure your character has enough room in their inventory in case items get automatically unequipped.

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Re: Arelith Updates!

Post by Kalopsia » Sat Jan 22, 2022 4:52 pm

From Kalopsia
==============
SPELLSWORD PATH MIGRATION:
With the conclusion of the initial balance assessment phase, the time for the migration of "pathed" spellswords has come. During your next login with such a character, one of the following things will happen:
  • If you started with the Wizard class, it will be replaced with Spellsword. Your character's ability scores and 1st level feats remain unchanged and you will need to relevel.
    • If you selected Shield Proficiency as your level 1 general feat, you will gain Blind Fight since new Spellsword grants Shield Proficiency for free. If your character has already chosen Blind Fight as their second level 1 feat, you will gain Extend Spell instead.
  • If your character took spellsword path levels later on, the path will be removed and you will need to relevel.
SPELLSWORD CLASS:
  • Arcane Marauder:
    • Additional passive bonus: 1 Physical Damage Resistance per base INT modifier, up to 5/-.
    • At level 26, Greater Weapon Imbue now also grants retaliation damage equal to 1 per base INT modifier.
  • Elemental Strike:
    • Acid: Changed from Reflex to Fortitude save.
    • Cold: Freedom of Movement protects against all effects, not just the speed decrease.
    • Electrical: Now respects Evasion like regular spells.
    • Fire: Targets with Improved Evasion or Evasion quarter the damage on a successful save. On a failed save, Improved Evasion still halves the damage ticks.
NOTE: Since the Spellsword Path Migration is now ongoing, changes to the Spellsword class will be less severe and frequent than they used to be in the past weeks.

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Re: Arelith Updates!

Post by Spyre » Sat Jan 22, 2022 9:26 pm

From Kalopsia
=============

Added a new chat command that DMs can only operate to adjust the base class of an individual. Break down of it below:

What -setclass can do:

The new setclass feature can change a character's level 1 class to any other base class, if the alignment restrictions are met. These class migrations will remove all paths corresponding to the character's currently selected classes, except Kensai, Weave Master and the old Favored Soul path. If the new class gains bonus feats at level 1, the character will be forced to select a bonus feat before leveling back up.

What -setclass cannot do:

- Setclass cannot modify a character's base stats.
- It similarly does not allow changing the general feat selected at level 1.
- If the old class granted a bonus feat at level 1, -setclass will remove the first valid feat it detects; there is no way to specify which feat gets removed.
- Characters cannot become Commoners, and Commoners cannot use the -setclass feature.
- Characters that started as Archer Rangers cannot be migrated due to their various feat adjustments.
- Totem druids cannot be migrated due to their totem stat adjustments.

From the DM's
===========

How this is handled:

1) Players can request a new start class through a PM to the Active DM team with the following information:
+ Notice of from what class to what class with a supported RP reason OR supported mechanical reason (changes to base class since character implementation, for example.)
+ Include any supported RP and/or plans on how the new class will be handled.
+ Include a link or the change details that impacted the reason behind it, if it was mechanical (this way DM's don't have to do extra digging)

2) This will then be passed to the DM team where they will assess the request. If requests from one class to another are not reasonable and makes no sense, the player will be notified of its rejection.

3) The DM's use the command, and the following proceeds:

Step 1: The DM will use the -setclass command on the player that has been approved for the change in base class.
Step 2: The level 1 migration process involves a forced character relevel. Make sure there is enough space in your character's inventory in case any items automatically get unequipped.
Step 3: If the new class has bonus feats at level 1 (example: Warlock Pact feats), you cannot level up before using the "-bonusfeat" command to choose them from a list of valid options.
Step 4: After selecting the bonus feat, continue levelling up normally and have fun with the new class!

Note: The DMs reserve the right, under fair assessment and team consensus where the player has been warned previously and given the opportunity to improve their RP in the concerning area, to modify the base class of characters. This is something that would be rarely utilized by the team to adjust classes that have fallen from their accepted playstyle (see evil Paladin, etc).

From Spyre
========

My understanding is that there is still concern of large sweeping changes migrations leading to people unsatisfied with their current build. Whether this is first class choices or mainly base stats (as classes sometimes shift in what attributes are used for particular cases [see paladin]). This often leaves a negative feeling and the idea that rolling is the solution to move past this. With -setclass, there is a bit more flexibility; however, as mentioned by Kalopsia, there are limitations. Which is why I would like to bridge the gap in some method.

As a test, I am willing to dedicate some of my free time to enabling character stat edits and first feat adjustments through the method of requesting this via PM. I had done this previously where I had been overwhelmed, so for now, this request will only be permitted for Spellswords that were recently impacted and the potential to expand the offering to others after I see how it goes.
How it will be handled:

1) Players will send a PM only to myself (Spyre) with the following information:
+ Character Name, Playername, Public CD Key (determine your public cd key with this method: http://wiki.nwnarelith.com/CD_key#Public_CD_key)
+ Original Stats
+ New Stats
+ Confirmation that they did a -relevel to 2 and do not have stat adjusting items on.

2) Players will be required to type -relevel and level up to two. Make sure to type -save. You will retain all your EXP and gold but will not risk losing your inventory if you log off at level 1.

3) Players will accept that my free time is limited and that these might not be completed quickly. This being because I work 12 hour shifts, I have a personal life where I cannot spend all time on NWN, and that sometimes I just might not be in the mood. But, it will be done and players will be notified of the progress and whether it has been approved to happen.

4) If you have been approved, please follow up within 72 hours if you see no progress made. I may have lost your PM, got caught up in something else or otherwise.

5) Once completed, please then proceed to level up and advise if there are any issues.

Note: Please give myself until at least Monday before sitting and waiting on changes as I am currently in a night stretch at work and have vacation coming up as of Monday leading to my birthday. Thank you.

Thanks.
Discord: MalKalith#8042
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Re: Arelith Updates!

Post by Spyre » Tue Jan 25, 2022 10:55 pm

From Spyre
==========

- The Base Stat / First Level feat adjustment requests have been extended to cover Paladins as well. (Other classes will follow, but I am going through batches of updates to see which classes got heavily modified and addressing them first).

How to apply for it: https://discord.com/channels/6518790256 ... 6012119080 or see above on how to apply.

Note: Spellswords are still able to apply.
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Re: Arelith Updates!

Post by Spyre » Wed Jan 26, 2022 7:07 pm

Live Updates:

From Sincra:
=====================
Summons AI & Improved Knockdown:
-Summons with Improved Knockdown will now actually use it, rather than KD or nothing at all.

-Adjustments to some background logic for bookshelves.
-Adjustments to a fun mechanic coming soon.

Earthkin Defender:
-Fix for the exploit that involved swapping the feats on the quick slot bar between:
* Exit Stance
* Enter Stance
Which resulted in bonuses persisting and only removing speed penalty for the stance.

From Cast_No_Shadow:
==================
Live from next reset
=======
Blackguard Class Updated - Primarily affects deep blackguards (6 or more levels) blackguard dips are unaffected.

Changes
-----------
Removed
- Both the inflict wounds spell like abilities have been removed
- The spell like ability contagion has been removed

Added
- Corrupt Weapon 1/day. Will only target the weapon currently held. Enchants the weapon for +1 per 4 BG levels. Adds 2d6 phyiscal damage vs good. At 12 BG levels adds 2d6 divine vs Outsiders, and at 16 BG adds 2d6 divine vs Dragons
- Aura of despair. Any non-mind immune enemies that enter the aura suffer a -2 penalty to saving throws for 1 turn. The aura can be cast as an action as many times as the BG likes and it lasts for 1 turn. Its effects do not stack with itself.

Progression
-Level 6 BG - Feat Granted: Corrupt Weapon
-Level 17 BG - Feat Granted: Extra Turning | Divine Synergy (Also applies to the Divine Might and Shield effects on a blackguards summon)
-Level 18 BG - Feat Granted: Extra Smiting
-Level 19 BG - Feat Granted: Great Smiting I
-Level 20 BG - Feat Granted: Aura of Despair
-Level 20 BG - Feat Granted: Greater Corrupt Weapon (Enchantment bonus increases by 1)

Summon Changes
- Divine might and shield now apply their effects to summons at a rate of 1 per 5 BG levels instead of the previous 1 per 4 BG levels

Relevels
-These changes will be automatically applied to affected Blackguards, no relevels are requried. However, if you wish to relevel and change your build the -relevel command can be used to do this.
- The changes will automatically apply on your next log in, remember to check your radial menu for the new abilities.

Comments
-These changes are intended to make deep blackguard more attractive an option and allow it to retain some effectivness when its summon dies.

Special thanks to Eira for the text in the feat descriptions

from Kenji, Kalopsia, Garrbear, Aniel, Sorrowkitten, Red Ropes, et al. (2022)
==========
Class Changes
- Ranger
Animal Companion now available at level 4 instead of 6

- Loremaster
+3 total CL vs Dispel for casters at 5th level instead of +2 total

- Invisible Blade
Levels now stack with the other roguish classes for the following:
Stealth Bonuses, Lightly Armored, Specialty Weapons, and Blinding Speed

- Knight
The following skill foci are now eligible as Knight PrC prerequisite:
Discipline, Leadership, Intimidate, Taunt, Concentration, Perform, or Ride

- Shaman
Harm spell level moved from 7 to 8
All Shamans are forced to relevel
Extra synergy with other classes:
+ Barbarian
Same as before
+ Monk
2/3 Shaman levels count towards Monk level progression for the following:
Ki Strike 1 at effective level 10
Whirlwind Attack at effective level 12
Ki Strike 2 at effective level 13
Ki Strike 3 at effective level 16 (enables Ki Strike 4 and 5 for Shamans, AB/Dmg for both unarmed and weapon applies)
+ Ranger
1/3 Ranger levels count towards CL vs Dispel (Only if Shaman levels are majority in character levels)
2/3 Shaman levels count towards Ranger level progression for the following:
Defensive Two-Weapon Fighting AC or Archer path ranged bonus damage scaling based on effective levels
Woodland Stride at effective level 7 (ex. 12 shaman 3 ranger)
Improved Two-Weapon Fighting at effective level 9
Called Shot for Archer Path Rangers at effective level 9
Out-of-combat Movement Speed at effective level 18
+ Bard
1/3 Bard levels count towards CL vs Dispel (Only if Shaman levels are majority in character levels)
1/3 Shaman levels count towards Bard Song scaling

- Wizard
+ Enchantment Specialist
Good Hope scaling adjusted:
AB/Dmg/Skill/Saves bonuses now scale at +1 per 15 hard ranks of leadership only, skill foci no longer applies.
A maximum of +2 AB/Dmg and +4 Skill/Saves (2 from base, 2 from Leadership) is reached via 30 ranks of Leadership

Racial Changes
- Orog
+2 Str, +2 Con, -4 Wis (from +4 Str and -2 Wis)
ECL lowered to +2 from +3 (allows 1 major gift)
Existing Orogs get +2 Con

- Hobgoblin
Bonus Skill Focus: Leadership feat at level 1
Extra Skill Points at level 1
These changes are retroactively applied to existing Hobgoblins

Developer Commentary:
This will be the last set of adjustments for a while as we allow the meta to settle and observe. While minor tweaks may occur here and there, no more drastic balance changes should occur in the coming days except for new features, new paths, new items, or even new classes.

Previously missed update announcements:

From Kenji
=========

Nodachi will be available under Forging
Two Nodachi Uniques:
- Oni Metsu no Ha (Onislayer)
DC 50, CP 650
2 Ingot (Adamantine)
2 Ingot (Greensteel)
1 Banishment (Scroll)
Desert Flower
4 Coal

Stats
Attack Bonus: +4
Damage Bonus: 1d4 Piercing
Damage Bonus: Divine 1d8 Damage
Damage Bonus vs.: Outsider 1d8 Magic Damage
Damage Bonus vs.: Ogre 1d4 Magic Damage
Massive Criticals: 1d8 Damage
Keen
Usable By: Non-Evil
Increased UMD Requirement (30)
T3 Iokhoric Rune
Level Requirement: 21

- Profaned Decapitator
50 DC, 650 CP
2 Ingot (Adamantine)
2 Ingot (Greensteel)
1 Slay Living (Scroll)
5 Nitharit Rock Chunks
4 Coal

Attack Bonus: +4
Damage Bonus: 1d4 Slashing
Damage Bonus: Acid 1d8 Damage
Damage Bonus: Negative 1d8 Damage
Keen
Useable by: Non-Good
Increased UMD Requirement (30)
T3 Iokhoric Rune
Level Requirement: 21

Regarding Nodachis:
Some properties and variables have yet to be added to them, please avoid making them for now. They will have lowered level requirements as well as twohand property for large creatures.

From Sincra,
==========
Death and Resurrection:
-You will now be asked if you consent to being raised when one of these is used:
* An altar/shrine.
* Raise Dead.
* Resurrection.

-Information displayed in the new consent window:
* The method of revival being attempted.
* A reminder for the 24 hour waiving if you accept, provided you died to a player (PvP).

-The window for consent only remains for 30 seconds, it will then close itself and provide you a message indicating the fail state, to both caster (when by spell) and player that is dead.
-Refusal will provide the same failure messages as if the timeout occurred.

From Starfish
=============
New items:
- Butcher's Cleaver: (Smithing)
Works like a Gutting Knife but is able to be held and used by larger, meatier races
- 2 Iron Ingot
- Glimshell Pendant: (Art)
An amulet that emits light when worn, even in the darkest depths
- 2 Glimshell Shard
- 1 Small Leather
- 1 Gold Ingot
- Mundane Potions: (Herbalism)
- Elemental Aegis Brew:
Protection From Elements
- 3 Pink Tetra
- 3 Blue Tetra
- 3 Green Tetra
- 3 Rainbow Scale
- 1 Lumpfish Fluid
- Ultrasight Tinct:
Ultravision
- 3 Orange Roe
- 2 Luminous Scale
- 1 Cod Liver
- 1 Spirit
- 1 Lumpfish Fluid
- Oread's Elixir:
Stoneskin
- 1 Ammonite Shell
- 4 Tough Shell
- 1 Granite
- 1 Wine
- 1 Lumpfish Fluid
- Poison: (Herbalism)
Stonefinger Toxin (DO NOT DRINK, KEEP AWAY FROM OPEN WOUNDS)
- 1 Stonefish Spine
- 2 Toxic Stinger
- 1 Ammonite Shell
- 3 Stingray Barb
- 1 Lumpfish Fluid

Items:
Simple Foods
- Sharkfin Soup:
Now grants a temporary Sail bonus:
+3 @ or below 10 Sail
+2 @ or below 30 Sail
+1 @ or below 50 Sail
+0 above 50 Sail
- Sardine Skewers:
Now grants a temporary Appraise bonus:
+3 @ or below 10 Appraise
+2 @ or below 20 Appraise
+1 @ or below 30 Appraise
+0 above 30 Appraise
- Jellied Eel:
Now grants a temporary Leadership bonus:
+3 @ or below 10 Leadership
+2 @ or below 20 Leadership
+1 @ or below 30 Leadership
+0 above 30 Leadership
- Hearty Salmon Steak:
Now grants a temporary Lore bonus:
+3 @ or below 17 Lore
+2 @ or below 33 Lore
+1 @ or below 49 Lore
+0 above 49 Lore
- Fermented Mackerel:
Now grants a temporary Animal Empathy bonus:
+5 @ or below 10 Animal Empathy
+3 @ or below 20 Animal Empathy
+1 @ or below 30 Animal Empathy
+0 above 30 Animal Empathy

All buffs listed above last 6 game hours or until a rest and are refreshed when retaken
Platters
- Simple Seafood Platter: Now grants the bonuses from Sardine Skewers and Fermented Mackerel + Well Fed for 8 game hours
- Fine Seafood Platter: Now grants the bonuses from the Simple Platter + the bonus from Jellied Eel + Well Fed for 16 game hours
- Lavish Seafood Platter: Now grants the bonuses from the Fine Platter + the bonus from Sharkfin Soup and Hearty Salmon Steak + Well Fed for 24 game hours

Well Fed negates the need for further eating and persists through rests

Vampires:
- Now true to lore. It's a really bad idea to go swimming in the ocean, lakes or rivers
- Swamps are fine though
- This means no [underwater activities] and if you fall off a ship you're going to have a bad time

Fishing:
- Tetra rarity rebalanced across all tetra supporting biomes, more common overall

-Casting again on someone already considering consent will let you know they are.

-Dropping a corpse will close the consent window.
-Picking up a corpse will close the consent window.

-Soul Haven Monastery Arena now heals you to full after being defeated.

Bug Fixes:
-Rest menu Spellbook. (I forgot a line of code!)
-Bag weight through NWNX disabled, this was causing negative weights. Sorry, no pondering the orbs of negative weight. (Caves of Qud reference)
Discord: MalKalith#8042
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Re: Arelith Updates!

Post by Spyre » Wed Jan 26, 2022 10:47 pm

From Spyre
=========

Attention

I will be out of office (so to speak) from now until Friday. If you have submitted a stat / level 1 feat adjustment request, please note that it has been seen and will be addressed Friday. Please feel free to use your characters in the mean time and relevel to 2 and take off any stat gear for Friday. I kindly ask that you send me a message on the forums so that I am aware you did this. Wish me luck as I abandon my twenties and begin this new decade of age tomorrow.
Discord: MalKalith#8042
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Re: Arelith Updates!

Post by Kenji » Thu Jan 27, 2022 6:30 pm

From Kenji, Red Ropes, Eira, et al. (2022)
================================
Cleric Paths

Note:
Paths are chosen at level 2
Favored Soul levels count towards Cleric path progression
of Cleric levels count towards Favored Soul CL (not vice versa)
All cleric paths can gain more weapon, armor, and shield proficiencies. The exception to the rule is the healer path with weapon proficiencies.

Refund chances from the paths will apply to applicable spells from both Favored Soul and Cleric spellbook
Chance based on Spell Level is 10% less for every spell level starting at 100%
1: 90%, 2: 80%, 3: 70%, 4: 60% 5: 50%, 6: 40%, 7: 30% 8: 20%, 9: 10%
Meta magic will lower the refund chances proportional to the spell level increase.

Cleric Epic Bonus Feat choices (expanded):
Great Wisdom
Armor Skin
Planar Turning
Auto Still/Silent/Quicken
All Greater/Epic Spell Foci
(Epic) Spell Pen
Great Smiting (Divine Smite still required)
Epic Weapon Foci
Planar Conduit
Mummy Dust
Epic Dragon Knight
Hellball
Greater Ruin

Domain Changes:
Overheal from Healing and Suffering domains scale at 1 temp hp per eligible level for non-Healers.

“Path of the Cleric”
These are the clerics that travel among the people and carry their faith with them to spread their deities' wills through their actions and sharing their divine magics. This is the default cleric path.
Weapon Proficiency: Simple Weapon
Armor Proficiency: Light, Medium, Heavy, Shield
Special: None

“Path of the Cloistered”
Cloistered clerics spend more time than other clerics in study and prayer and less in martial training. They give up a cleric's usual combat prowess for a better understanding of spellcasting. The time spent in reflection also allows them to take up many crafts as hobbies and ways to fund their missions.
Weapon Proficiency: Simple
Armor Proficiency: Light
  • Special:
    For the duration of Divine Power, instead of increasing BAB and gaining extra APR, all Domain spells cast from the spellbook have a chance to refund upon being cast.
    For Favored Soul to refund their spells, the spells in the Favored Soul spellbook must match the domain spells.
    For the duration of Divine Favor, instead of increasing AB and Damage, gains Epic Spell Penetration if the character has Greater Spell Penetration.
    +2 DC on all spells
    Scribe Scroll feat
    Spell Penetration at 6th Level
    Greater Spell Penetration at 18th Level
    Auto-Silent Spell 2 & 3 gained at 23rd+ level if the Cloistered Cleric has Auto-Silent Spell 1
    Knowledge, Magic, or Forge domain grants Brew Potion. Taking two of the three aforementioned domains grants Craft Wand.
    Monk wisdom to AC reduced to 1/2
“Path of the Warpriest”
These clerics take up the causes and dogmas of their deity as an act of war to wage. They slay the infidels, bring (un)holy justice or vengeance to those who oppose their ideals. Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their focus upon battle usually leaves them stumbling when it comes to matters of ritual and spell.
Weapon Proficiency: Simple
Armor Proficiency: Light, Medium, Heavy, Shield
  • Special:
    Divine Power and Divine Favor now have double the duration and can be extended again for a total of 4 times the original duration
    Divine Smite feat (requires Good/Evil domain for scaling)
    Combat Casting feat at 6th level
    Weapon Specialization of any Weapon Focus feats taken at 12th level
    Improved Combat Casting feat at 18th Level
    Arcane Defense: Abjuration at 23rd level
    1H Concussion Weapon Specialization for Forge Domain (superseded by War Domain)
    Can not take Epic Spells (forced relevel if any epic spells are taken on level up)
    Can not summon creatures or elemental swarm (Can still cast Gate)
    No access to Epic Spell Foci commands such as -yoink or -ward_teleport
“Path of the Healer”
Specially trained to the exclusion of combative skills, these clerics are a powerful conduit for the restorative arts. While one may assume such clerics would be kept well away from any harm, quite a few of them march on the frontlines to invoke the divine powers over life and death granted by their deities.
Weapon Proficiency: None
Armor Proficiency: Light
  • Special:
    Weapon proficiencies are limited to none even if multi-classed into other classes.
    Healing and Suffering domains overheal up to 60hp
    A healer can still overheal up to 30hp without the Healing or Suffering domain.
    Respite at 23rd Cleric level
    Spontaneously cast Healing Circle, Mass Heal, and Heal
    Bigger AoE healing spell radius
    For the duration of Divine Favor, instead of increasing AB and Damage, all cure wound spells are maximized
    For the duration of Divine Power, instead of increasing BAB and gaining APR, all slotted healing (Positive) spells have a % refund chance
    Raise Dead and Resurrection piety cost reduced
    Monk wisdom to AC reduced to 1/2
“Path of the Evangelist”
Hellbent on converting people to their faith, these clerics are ones who would preach from the streets to the open roads, from the chapels to the cathedrals, or even the fields of battle to justify the (un)holy crusades.
Weapon Proficiency: Simple
Armor Proficiency: Light, Medium, Shield
  • Special:
    Bard and Curse Song at 6th level (no scaling beyond 6 until bard levels are present)
    of Cleric levels count towards Bard Song / Curse Song progression when Bard levels are present
    For the duration of Divine Favor, instead of increasing AB and Damage, sets the Bard Song bonus to a maximum effective bard level of 10 without bard levels, or 15 with bard levels.
    For the duration of Divine Power, instead of increasing BAB and gaining APR, all slotted enchantment and mind-affecting spells have a % refund chance
    +2 DC on Enchantment and Mind-Affecting spells
    Prayer is auto-extended
    Monk wisdom to AC reduced to 2/3
Portrait Info: City Guide by gabahadatta
Cookie-Cutter Builds - Recommended builds for the Arelith experience
All Things Ranged - Ranged builds, assembly templates, unstable slot properties, information
Trade Skill Distribution - Crafting related thread

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