But that fighting zone had not a single guard. Who upholds the neutrality?
nobody, just the pc's.
it was just some shit we said. iirc there is no such thing as a mechanically neutral area.
Technically, Wiltun is meachanically, but not ICly a neutral area.
yeah. that's technically true, that's a 'no pvp' area. there are a few that are just randomly bugged to be like that too (traders refuge) but those arn't real imo.
there are also mechanically good/evil areas which are hollowed or unhollowed and those print the rules of the area right on the screen for you in yellow.
I have a question about fear spell and effects. As far as I know, it's considered a mind-affecting effect, as will save is rolled against its effect and mind blank seems to be protecting from it. But, for some reason, slippery mind feat, which supposed to give automatic reroll on a failed will save, doesn't work with either fear spell, or fear auras, and fear affects instantly on failed will save, even though its description says otherwise. So I was curious if it is a bug or not, and if it is, is there possibility to fix that?
_________________ 'Everything moves somewhere and changes somehow.'
Joined: 22 Jul 2015 Location: Lincolnshire, United Kingdom
If I made a weapon IC myself, mythalled it with the properties I wanted BUT wanted to add something the mythal system doesn't allow... like skill points, would I still incur the full dc cost or is something worked out with dms? By make I mean make, alter and change the description as well as adding most of the props wanted.
_________________ When it rains, look for rainbows. When it's dark, look for stars.
Yin: Should be a bug, probably better if you post it in the spell changes discussion or in bugs.
Walnutboy: Had a DM tell me, nope, you pay for the whole item. If you go through really slow adding one enchantment at a time, well, you're screwed and have to buy that item over and over for the DC cost.
Walnutboy: Had a DM tell me, nope, you pay for the whole item. If you go through really slow adding one enchantment at a time, well, you're screwed and have to buy that item over and over for the DC cost.
I can only guess the DMs would be willing to work with you, have you pay for the end result, and have the item upgrade ov er time.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
I have a question about fear spell and effects. As far as I know, it's considered a mind-affecting effect, as will save is rolled against its effect and mind blank seems to be protecting from it. But, for some reason, slippery mind feat, which supposed to give automatic reroll on a failed will save, doesn't work with either fear spell, or fear auras, and fear affects instantly on failed will save, even though its description says otherwise. So I was curious if it is a bug or not, and if it is, is there possibility to fix that?
Fear is its own check in NWN. I know... I took the feat thinking it might do something too.
Joined: 22 Jul 2015 Location: Lincolnshire, United Kingdom
So basically then using a job and the mythal systems for their intend purpose will only ever return items which a level 30 char has no real use for given that to make an excellent bow I must be a master bower and to make good use of the mythal option I need the skill points in crafting which only really come later for most while leveling.
So pretty much anything outside of a dc request is rp fluff then? I can live with that, just a shame I can't mythal some skill points onto a weapon, as fluff such would make them a little more interesting I feel.
_________________ When it rains, look for rainbows. When it's dark, look for stars.
Well, at least it would be a bit easier to get by without the Djinn if you actually want to request something, which saves you a few hundred thousand gold.
Well, at least it would be a bit easier to get by without the Djinn if you actually want to request something, which saves you a few hundred thousand gold.
This.
I've requested an "upgrade" to a weapon before, if you want an example:
"Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
A month later you request the blade to be added on hit daze.
Then you only pay the daze, because you DID already pay the base fee as it is already a DC request.
However!
You have +5 AC +3 Con boots you found in epic loot. You want an extra +5 disciplien on them
You pay the full thing as it is not a DC item and you request a DC from the scratch. You do, however, get to keep the epic loot on top to do whatever you please with it.
Is that posted anywhere Ama? If not, could you? Interesting concept
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"Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
That one is able to request a lesser-powered DC item, and "upgrade" it by only paying the additional costs of each new enchantment as long as it was originally a DC item?
Would give something for Crafters to tinker with, be it a weapon or armour they upgrade as they progress through the server.
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"Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
No, it's not really a rule. Merely something that has not been objected over the last years when it has happened, usually more due to the gear balance shifting over the years and less so for purposefully "slow crafting". Alas if it was approved before then it usually keeps being approved, as long as it counts within balance.
It also says nowhere that you cannot, really.
Also as a general rule of thumb, if you are unsure something is appropriate to request, make a request and you will be told for certain if it is alright under these circumstances.
This is not a general thing and I prefer to keep it dependant on circumstance and appropriateness of the entire request.
"Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
Yep, but they are basically treated the same as Baelnorns. They are crypt guardians, and such, and not to be used willy nilly. So they can be okay, just not in the usual necromancer sense.
Also Mulhorandi are very strict, haha.
_________________ 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: 02 Jun 2015 Location: Georgia, United States.
Jergal allows "holy" undead, just like Osiris. They're specific undead selected by the gods themselves, which are deamed to serve as their holy-servent after life. You can't just summon a Lich as a Priest of Osiris and think its acceptable. The same goes for a Jergalite.
are there any 'good' deities that are ok with undead
Helm allows some of his clergy to be animated as undead specifically to attack temples.
Torm's Order of the Golden Lion is allowed to work with undead so long as they are immediately put to rest afterwards. While not elaborated on, I doubt this entails "raise an army of skeletons" and more "work with the cursed ghost to put it to rest".
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
Dumathoin 'sort of' allows it in that the bones of dwarven dead animated to destroy invaders. Not the dead spirits just the bones, which presumedly only occurs when there are no dwarves anyways. It's not stated how those bones actually function they could just be thighbones flying around as bludgeons.
Sphere: Guardian Range: Special Components: V, S, M Duration: Permanent Casting Time: 1 hour Area of Effect: 100 square feet Saving Throw: None
This spell is cast over a dwarven tomb or crypt. If the tomb is larger than the spell's area of effect, additional castings can ensure that the entire crypt complex benefits from the spell. Otherwise, it is effective only within its 100-square-foot area.
Once a crypt ward is in place, it causes the dwarven remains interred therein to animate temporarily in order to protect the tomb from grave robbers. Whenever an intruder enters the area of effect, the dwarven bones contained therein rise up and attack. The bones attack as fighters equal to one-third of the caster's level at the time the crypt ward is set up (fractions dropped) and possess 5 hit points per one-third level of the caster. Thus, a crypt ward cast by a 12th-level priest produces 4th level bones that possess 20 hit points each. Note, however, that the animated bones are not undead creatures; rather, the effect is similar animates weapons. The dwarven bones do not animate and attack if the intruders are other dwarves, so long as the visitors do not attempt to plunder the tomb. Other races will be attacked if not accompanied by a dwarf.
In any case, the dwarven bones animated by this spell cannot leave the tea of effect. If intruders flee the area, the dwarven bones return to their resting places until the next intrusion. If the animated dwarves are slain, the remains have been destroyed.
Dispel magic cannot negate a crypt ward, but a limited wish, wish, or remove crypt ward can. The destruction of all the dwarven bones in the tomb complex also negates the spell.
The reverse of this spell, remove crypt ward, enables the caster to negate a crypt ward. In most dwarven enclaves, remove crypt ward is reserved for rare times when dwarven remains must be transported to a new site. A priest attempting to remove the crypt ward must be of equal or greater level than the caster who set the spell in place.
This spell is available to priests of all dwarven religions, but its use is typically reserved for the priests of Dumathoin, who are generally regarded as the keepers of the dead. It is said that dwarven priests of old were far stronger than those of today, so it is likely that, in truly ancient dwarven strongholds, there are crypt wards that cannot be removed by modern priests.
The material components for both versions of this spell are the caster's holy symbol and the ritual sacrifice of 10,000 gp worth of precious metals and minerals.
What does the prayer of retribution domain do on a mechanical level? When does "death" trigger? 0 hp or -10 hp? How much is heavy damage? 50? 100? 500? What type of damage?
I mean, the other prayers, you know what you get. But Retribution, I'm not sure how good it is. I mean, I'd expect it's very powerful, because you die for it, but then again, I'd assume it isn't a "it kills your opponent if you die"...
Also, how do domain damage shields stack? How do they stack with the spell damage shields, and how do they stack with each other? Can I get the d4+5 from death armour together with the retribution domain 1d10+10 and the KC 1d10+10 and the prayer domain d4+5?
Death is -11 HP, when your character actually dies and is presented with the death screen. The damage is not very substantial if I recall. I tested it once but don't remember. It's divine damage. I's something between 30 - 50, iirc. There's a save attached.
For damage shields, you can use one spell shield, the KC shield, and the retribution shield. I don't know what 'prayer domain' you're referring to.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
My guess is those will stack with all of the above. Our damage shields use specific exclusionary coding, and I'd make a guess to say it doesn't include some of the weirder, non spell varieties.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
_________________ 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: 20 Apr 2008 Location: The downeaster "Alexa"
It's Dodge, if not "Other." It hasn't been Deflection AC in years and years.
_________________
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.
Joined: 23 Sep 2012 Location: Western Australia (+8 GMT)
If I have one of my own PCs mine or refine ore from the job system, then sold it to the NPC merchant, would it be considered muling if another PC of mine purchased that ore or metal from the job system merchant?
_________________ Elwyn Sabel - Laura Jarshall - Mordoc Ebonhand
I found contradictory information on the Modifies Classes page for Dragon Disciple. The list is +8 STR but the "modified feat" is +4 STR. Which one is correct?
Quote:
Dragon Disciple Changes (by level)
1. d6 HP, +1 AC 2. +2 Str 3. Dragon Breath 4. d8 HP, +2 Str 5. ---- 6. d10 HP 7. +2 Con 8. +1 AC 9. Wings, +2 Int 10. +2 Str, +2 Cha, Darkvision, 50% immunity to element, immunity to paralysis, and immunity to sleep 11. d12 HP 12. +2 Str, 1 AC
15. 75% immunity to element, 1 AC, +2 Con, 24 SR
18. Free tail or vfx horns or legs, 1 AC, 100% immunity to element, +2 Con, +2 Cha, 32 SR
20. 1 AC
Quote:
Draconic Abilities This feat gives a maximum of +4 Strength, rather than +8.
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Mary Beauchamp LesFleursDuMal~,~'~{@Skype: MaryOfWaterdeep
How do I load the amia .haks into the NWToolset so I can see things like new creatures and all that? I've tried, but I feel I'm doing something wrong - primarily cause it ain't working!
If you give me a couple of hours, I'll reupload my Amian HAK module, as it's long out of date.
(Before other DMs/Devs freak out, not talking about the Dev module)
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"Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
How do I load the amia .haks into the NWToolset so I can see things like new creatures and all that? I've tried, but I feel I'm doing something wrong - primarily cause it ain't working!
How much 'power' do Fey/Feytouched PC's/NPC's have?
I know they can perma characters. I know they can 'curse' characters for long periods of time, but the actual specifics are lost on me.
I had a Fey PC and just messed with people; I'd joke about taking peoples names but it was just jokes. Apparently though actual 'real' ongoing DM enforced curses are possible through some 'court' thing, just by virtue of someone being involved being feytouched or pure fey.
Additionally, some tell me that Cold Iron (the 'Bane') hurts fey and they recoil from it like a vampire from a holy symbol. Others say it doesn't do anything other then make them 'angry.' They have all these crazy rules/abilities that I don't understand, but given the ramifications of running afoul of one (actual perma death for a sleight) I wanted to know, basically;
How much 'power' do Fey/Feytouched PC's/NPC's have?
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