General Changes & Feat Changes: Difference between revisions

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| In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise.
| In-game Clock || In-game hours are twenty seven minutes long outside of game, instead of only two. Turns remain unmodified at one minute outside of game. Everything that was hour-duration in vanilla Neverwinter Nights is now 5 minutes, unless stated otherwise.
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|Resting ||  Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire and bedroll, or in special "free resting" locations. Free resting is provided by most associations, factions, and in-game properties. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well.
|Resting ||  Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire, or in special "free resting" locations. Free resting is provided by most associations, factions, and in-game properties. You may rest once every 15 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians. Perks for some classes affect this as well.
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|Spell Effects || Various spell visual effects have been removed/shortened.
|Spell Effects || Various spell visual effects have been removed/shortened.
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! Change !!  
! Change !!  
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|'''DM XP''' ||DM XP can be awarded for many feats: Doing interesting 'things', pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a "spiced" quest. Merely being present for an important event may also earn you some XP. DM XP is either permanent, or normal, depending on the DM's decision.  
|'''DM XP''' ||DM XP can be awarded for many feats: Doing interesting 'things', pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. It is worth noting that DM XP is not a guarantee, but can also be earned if you persevere through a "spiced" quest. Merely being present for an important event may also earn you some XP.  
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|'''Delivery Quests'''||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion.
|'''Delivery Quests'''||We have some pretty basic delivery quests around. Note that the delivery NPC will be marked by our system as part of the quest system, which may lead to some confusion.
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!Feat !! Prerequisites !! Effect
!Feat !! Prerequisites !! Effect
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|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor once per day, cast at your character level
|Arcane Armor Training || Light Armor Proficiency and ability to cast 1st-level spells || Reduce the arcane spell failure chance due to the armor you are wearing by up to 15%
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|Drifter || Survival 5 Ranks || May rest without a campfire or bedroll
|Arcane Armor Mastery || Medium Armor Proficiency, Arcane Armor Training and ability to cast 1st-level spells|| Reduce the arcane spell failure chance due to the armor you are wearing by up to 30%. This value replaces and does not stack with Arcane Armor Training
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|Silken Mail || None || Gain the effects of Mage Armor on your equipped armor twice per day, cast at your character level
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|Drifter || Survival 5 Ranks || May rest without a campfire
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|Herald || Persuade 5 Ranks || May make up to 3 free sendings per rest
|Herald || Persuade 5 Ranks || May make up to 3 free sendings per rest
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! Change !!  
! Change !!  
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|'''Ambidexterity''' || Pre-requisite is 14 DEX, instead of 15 DEX.
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|'''Arcane Defense''' || <div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto; margin-left: 50px;” ><div style="font-weight:bold;line-height:1.6;">In addition to vanilla effects and some custom effects still listed on the [[Spell Focus]] page:
|'''Arcane Defense''' || <div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto; margin-left: 50px;” ><div style="font-weight:bold;line-height:1.6;">In addition to vanilla effects and some custom effects still listed on the [[Spell Focus]] page:
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| '''Dual-Wield & Two-Weapon Fighting''' ||  The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist's Fire duplicated to off-hand weapon when cast on your main weapon.
| '''Dual-Wield & Two-Weapon Fighting''' ||  The effects of Magic Weapon, Flame Weapon, Darkfire, Poison and Alchemist's Fire duplicated to off-hand weapon when cast on your main weapon.
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| '''Improved Two-weapon Fighting ''' ||  Perquisite is 8 Base Attack Bonus
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|'''Expertise''' || +3 bonus to AC, -3 penalty to AB
|'''Expertise''' || +3 bonus to AC, -3 penalty to AB
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     '''Fire''' - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.
     '''Fire''' - Damaged targets make a saving throw or are set on fire. They receive 1d4 damage per round until a successful save is made.
     '''Cold''' - Damaged targets make a saving throw or suffer Slow for one round.
     '''Cold''' - Damaged targets make a saving throw or suffer Slow for one round.
     '''Acid''' - Damaged targets make a save throw or experience -2 Armour Class for 1d6 rounds.
     '''Acid''' - Damaged targets make a save throw or experience -2 Armor Class for 1d6 rounds.
     '''Electrical''' - Damaged targets spread 1d4 electrical damage to other nearby targets.
     '''Electrical''' - Damaged targets spread 1d4 electrical damage to other nearby targets.
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| '''Improved Critical''' ||  Perquisite is 6 Base Attack Bonus
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| '''Improved Knock-down ''' ||  Perquisite is 6 Base Attack Bonus
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|'''Power Attack''' || +3 bonus to attack damage, -3 penalty to AB
|'''Power Attack''' || +3 bonus to attack damage, -3 penalty to AB
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|'''Improved Power Attack''' || +6 bonus to attack damage, -6 penalty to AB
|'''Improved Power Attack''' || +6 bonus to attack damage, -6 penalty to AB
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|'''Luck of the Heroes''' || Renamed to Fortunate
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|'''Scribe Scroll''' ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you.
|'''Scribe Scroll''' ||The addition of the Inkwell Arcana, an item that can be found in-game and used to determine the price each inscribing of a scroll will cost you.
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| '''Resist Disease''' || Having the feat Resist Disease grants 3/+1 DR while in the Gutters.
| '''Resist Disease''' || Having the feat Resist Disease grants 3/+1 DR while in the Gutters.
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| '''Resist Energy''' || Pre-requisite is five fortitude save.
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|'''Silent Spell''' || Having the Silent Spell feat passively negates spell failure when underwater.
|'''Silent Spell''' || Having the Silent Spell feat passively negates spell failure when underwater.
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|'''Snake Blood''' || Additionally grants the "Use Poison" feat
|'''Snake Blood''' || Additionally grants the "Use Poison" feat
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|'''Spring Attack''' || All pre-requisites are removed and can be taken at any level - i.e. dexterity 13+, dodge, mobility, base attack bonus +4 are NOT required.
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|'''Still Spell''' || Having the Still Spell feat passively negates spell failure from limb loss.
|'''Still Spell''' || Having the Still Spell feat passively negates spell failure from limb loss.
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|'''Stunning Fist''' || Duration is, properly, 12 seconds to match the original duration prior to Beamdog's change
|'''Stunning Fist''' || Duration is, properly, 12 seconds to match the original duration prior to Beamdog's change
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|'''Turn Undead''' - Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged.
|'''Turn Undead''' || Clerics use a custom, unique system in EfU. See [[Turn Undead]] for more information related to this feat. Paladin Turn Undead remains unchanged.
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