Well, I did some googling earlier since I found that rather odd and came across this:
http://www.neverwinternights.info/p170.htm (Link to the inofficial community patch which, to avoid confusion, Amia to my knowledge does not use and I'm only using as a source of information here) Money quote from the patch notes being:
Quote:
- pre-X2 version of Cat's Grace scroll now can be cast by Ranger too
Which seems to imply that pre HoTU cats grace scrolls which by extension Amia therefore seems to use were in fact not useable by Rangers while later scrolls are. (And I'd guess pc scribed ones probably work too then).
_________________ Playing as: Aleana Xiloscient: Wherever the winds take her. Jealesyl Truesong: A voice in the dark DM Prometheus: Bringing you fire
Joined: 22 Jul 2015 Location: Lincolnshire, United Kingdom
So even though it's in the description that a ranger can use it, the scroll is either lying, the wrong one or just broken? No worries, I just found it strange that I can use the other scrolls with ranger on but not that one! Between the normal and extended versions Shana can cast as well as the MS survival essences, I'm pretty much covered. I was merely curious as to why I couldn't use them if needed. Thanks!
_________________ When it rains, look for rainbows. When it's dark, look for stars.
What Tormak means is that if the scroll doesn't say your class can use it, you need UMD. So a cleric can use it cause it specifically says at the bottom that wiz/sorc/cleric/druid/etc can use it. Ranger should probably be added to that list.
What it says at the top doesn't matter, it's just the 'use by' that matters.
_________________ Whomst've'll'd'mn't I play: Salema Nefahri::A penny for your thots Zrae'a'stra'fryn::That which nightmares are made of Khasir::From the East a storm is coming
Joined: 22 Jul 2015 Location: Lincolnshire, United Kingdom
Naivatkal wrote:
What Tormak means is that if the scroll doesn't say your class can use it, you need UMD. So a cleric can use it cause it specifically says at the bottom that wiz/sorc/cleric/druid/etc can use it. Ranger should probably be added to that list.
What it says at the top doesn't matter, it's just the 'use by' that matters.
You know, that is the part i was missing! lol... so why are rangers not allowed to use the scroll then in this case?
_________________ When it rains, look for rainbows. When it's dark, look for stars.
Joined: 22 Jul 2015 Location: Lincolnshire, United Kingdom
What should I do with a perfect Mythal? I know what I can do with it and it was suggested that I make a bow with unlimited ammo... as a back up. Given my char is an archer probably not a bad idea, but I tend to over stock on arrows so is that the best use? There is damage reduction and SR but are these really worth the cost to put them on an item? I really have no idea and stood by a forge last night mulling over the choices as well as thinking about just selling the thing!
_________________ When it rains, look for rainbows. When it's dark, look for stars.
What should I do with a perfect Mythal? I know what I can do with it and it was suggested that I make a bow with unlimited ammo... as a back up. Given my char is an archer probably not a bad idea, but I tend to over stock on arrows so is that the best use? There is damage reduction and SR but are these really worth the cost to put them on an item? I really have no idea and stood by a forge last night mulling over the choices as well as thinking about just selling the thing!
Save it for a bow you want to use specifically for farming imo.
Joined: 22 Jul 2015 Location: Lincolnshire, United Kingdom
Commie wrote:
walnutboy wrote:
What should I do with a perfect Mythal? I know what I can do with it and it was suggested that I make a bow with unlimited ammo... as a back up. Given my char is an archer probably not a bad idea, but I tend to over stock on arrows so is that the best use? There is damage reduction and SR but are these really worth the cost to put them on an item? I really have no idea and stood by a forge last night mulling over the choices as well as thinking about just selling the thing!
Save it for a bow you want to use specifically for farming imo.
Nice idea but I've been lucky enough to have some good bows and race specific ammo to use should I need it in most cases. There is very little you can use the mythal for on a ranged weapon... which is a shame. Unlimited ammo is nice but most of what carry is equal or better... and interchangeable given monster types.
_________________ When it rains, look for rainbows. When it's dark, look for stars.
What should I do with a perfect Mythal? I know what I can do with it and it was suggested that I make a bow with unlimited ammo... as a back up. Given my char is an archer probably not a bad idea, but I tend to over stock on arrows so is that the best use? There is damage reduction and SR but are these really worth the cost to put them on an item? I really have no idea and stood by a forge last night mulling over the choices as well as thinking about just selling the thing!
Save it for a bow you want to use specifically for farming imo.
Nice idea but I've been lucky enough to have some good bows and race specific ammo to use should I need it in most cases. There is very little you can use the mythal for on a ranged weapon... which is a shame. Unlimited ammo is nice but most of what carry is equal or better... and interchangeable given monster types.
yeah but after a while I find it gets old. I'd recommend just having a GP farming bow for when you want to mind-off make some money in fire giants or something.
I was recently (today) playing around with the toolset, wanting to just make a small module with some random stuff, partly with Amia custom stuff. Now, for my module, I activated everything with "Amia" in it's name. One of the areas I had "planned" was an underwater area. After making one area, I wanted to go on to the underwater one, but then realized I don't have a tileset for that. And then, my question is: Did I make a mistake installing something, did I overlook something, or is some of the stuff saved on the server, rather than on the hak files, and if yes, is there any way one could know where to get it?
How does Pale Master affect the Epic summons, assuming a build of 10Wiz/20PM?
Epic Undead Mummy Dust, Epic Necro Focus. Epic Undead Mummy Dust, no Focus. Epic Non-Undead Mummy Dust, no Focus. Epic Dragon Knight, no Focus. Epic Dragon Knight, Conj Focus.
How do these interact? Do they just see CL 30, CL 20 or CL 10? Or does that depend on the spell, like is Undead Mummy Dust a Necromancy spell?
Palemaster only affects the Palemaster class summons. It won't affect Mummy Dust o Dragon Knight at all. For duration, I *believe*the undead mummy dust will get a longer duration. It's been a long time since I played my super PM.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
Pale masters can take epic spells at level 15, regardless of spell casting ability, provided they meet the spellcraft requirements. The duration of the spells chosen while leveling as a pale master will be based on pale master levels.
I only looked this up just now, actually, after asking the question...
Well, wondering if this was changed, since it might actually make quite a big difference in a build... This would also certainly affect a 20Wis/10PM, since it could actually mean you only get CL 10 on your Epic Spells.
Guess I answered my own question for the most part, unless something was changed, which would most likely be listed... lol
Well... a Wiz20/PM10 does not qualify for Epic Spells, you need to take the Epic Spell feat on 21'st Wiz or 15'th PM.
But more to the point, even if for PM 15 the Epic Spell CL is only 15, it doesn't matter that much. EDK sure, maybe, 15 rounds is not much, but like 24 is still not much - for this one you'll need ESF:Conjuration anyway. Other than that, EMA and EMD are turns/level so 15 is enough, Ruin and Hellball don't roll for SR so CL is irrelevant.
Another question here... Mainly rules, this time. When do questions start to be considered spamming...
Well, I can think of three examples right off the bat: Blackguard, Pale Master and Dragon Disciple. All three (at least in Amia lore, afaik) "require" some form of ritual, that gives you the abilities. With PM and DD it is a bit more extreme, as those two even directly affect the looks of the character. While, in a way, I wouldn't mind holding off leveling until having done these rituals, would it be fine to do these at a later point, and basically not RP-ing having the bonuses? I always felt like there was a slight problem there, since 1. You still have the mechanical AC bonuses. 2. These are actually being used. But, worst of all, one thing would actually affect this most. The bone arm a Pale Master has. The PC model has it. So am I fine by not taking off my sleeves and gloves until I have the time and people to do these rituals? Or the bone skin, which kind of should give your character a weird skin color. Could this only be RP'ed after the ritual, or could people get mad at me?
Theres no hard stance on this sort of rp. Rp it as you want. The rituals and information behind the classes are there to give you some information behind your class and to give some ideas for some RP.
If your leveling and end up taking one of these PRCs but want to RP rituals later on that should be more then fine.
You don't specifically have to do rituals for that stuff, it's just accepted that you do it 'offscreen' if you don't in order to get those bonuses. Same with the xDD levels. But I know for xDD, at least, you are purposefully delving deeper into your bloodline (hence the rituals) which is why the DMs want you to start acting more like the dragon type (and in some cases even bump your alignment that way); because you are doing something to become more like your ancestry. BG is a bit different, but PM is a lot like that.
I'd get an answer from the DMs, to be honest. Rule of thumb, I'd say, is to do the rituals asap after getting the abilities; but you don't have to actually do them, it's for the RP really.
_________________ Whomst've'll'd'mn't I play: Salema Nefahri::A penny for your thots Zrae'a'stra'fryn::That which nightmares are made of Khasir::From the East a storm is coming
You don't specifically have to do rituals for that stuff, it's just accepted that you do it 'offscreen' if you don't in order to get those bonuses. Same with the xDD levels. But I know for xDD, at least, you are purposefully delving deeper into your bloodline (hence the rituals) which is why the DMs want you to start acting more like the dragon type (and in some cases even bump your alignment that way); because you are doing something to become more like your ancestry. BG is a bit different, but PM is a lot like that.
I'd get an answer from the DMs, to be honest. Rule of thumb, I'd say, is to do the rituals asap after getting the abilities; but you don't have to actually do them, it's for the RP really.
Yups, this is the right answer.
PS: I love class RP hit me up all classes every class
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
Also, part two of this question: Can you cast something without a somatic component while using Tenser's Transformation? I want to think no... but, I'm curious!
Joined: 02 Jun 2015 Location: Georgia, United States.
Epic Spells work, yes.
Anything not considered Epic Spells will automatically fail due to the spell "Tensers". Just one of the downfalls to a vast upgrade on your character's fighting abilities.
You need at least 19 levels of Palemaster for the Winterwight (WW).
Where odes it say that?
Quote:
Caster Level is calculated as the sum of your spellcaster class level and Palemaster class levels. It is used to determine both the power of your undead summon and its duration. Note that Bard levels are not counted for Palemaster summons. [...] CL 32+ : Winterwight
Joined: 17 May 2005 Location: Somewhere deep in Finland.
What you really need is 29 or 30 Wizard/PM levels with minium of 9 PM, because you get the feat Summon Greater Undead at 9, which you need for summoning Winterwight.
Sadly this denies any race with +2Ecl or more of Winterwight, the strongest ability of Palemaster.
Joined: 17 May 2005 Location: Somewhere deep in Finland.
How do Assassins cast their spells? Is it the same way wizards cast their spells, as in they memorize them daily and then just cast away, or could Assassins magic come from a sorcerous source?
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
You can probably describe in a number of ways. The original P&P class has contradicting explanations, or at least rather unclear information on how the magic was intended to be taken. Assassins require Intelligence to cast spells. But it also states that they cast spells in the same way a bard would. Which means they cast them spontaneously, which can point to sorcerous. They can also "swap out" their spells like a bard would, but it says nothing about learning new spells from scrolls and such(at least not as an actual mechanic).
So yeah, it's probably up for grabs. The magic is intelligence based spontaneous casting, so you can probably come up with a dozens ways to RP it, similar to a Bard.
_________________
You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
Did we change flame weapon recently? It's duration is minutes per level, yet the original on the wiki says 2 mins per level?
It's been 1 min/CL ever since I started.
_________________ Whomst've'll'd'mn't I play: Salema Nefahri::A penny for your thots Zrae'a'stra'fryn::That which nightmares are made of Khasir::From the East a storm is coming
It's my understanding that the 1.5x STR multiplier is nullified when you bond with a weapon, right? That essentially negates the main draw for a two handed weapon.
Then... you have to choose 1 or 2 negatives depending on your racial size. -2 Fort and -4 dex or somesuch.
Now, I can appreciate that 2 handers have more mythal slots, and higher damage in the case of epics. However...
-Bastard Sword: 1D10, 1D10 slashing= max 20 damage, and avg of 11 + STR mod (let's use 14 for argument)= 25 -Greatsword: 2D6, 2D6 slashing= max 24, avg of 14 + 1.5x STR mod =35 -Greatsword, monkey gripped: 2d6, 2D6 slashing= max 24, avg of 14 + STR mod=28, but... you will be down 2 fort and 2 AC (if you chose those)?
That's only 3 more avg damage.... I just don't get it. What am I missing?
Joined: 17 May 2005 Location: Somewhere deep in Finland.
Monkey-grips advantages include:
- 5 Mythal Power weapons instead of 4. (For example: +5 AB, +4 Enchant, Keen, 2d6 Dmg & 2d6 Massive crits vs +5 AB, +4 Enchant, Keen 1d10 Dmg) - Warforged epic weapons instead of Wonderforged (2d6 dmg & 2d6 Massive crits compared to 1d10 dmg and 1d8 Massive crits mythalled) - Disarming large weapons is harder and disarming with larger weapons is easier. (Improved Disarming with large weapon: vs Large -4 AB, vs Medium 0 AB, Small +4 AB, Tiny +8 AB. Improved Disarming with medium weapon: vs Large -8 AB, vs Medium -4 AB, Small 0 AB, Tiny +4 AB.)
All that for -2 Fort/Reflex? Good deal. (Even more so when comparing to Bastard Sword which requires Exotic Weapon Profiency over Greatsword, if you compare it to Exotic Two-hander like Scythe, the dmg output between Bastard Sword/Shield vs Scythe/Shield is tremendous.)
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