Ancordia
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Ancordia

Ancordia is a Neverwinter Nights PW (persistent world) inspired by roguelikes and featuring randomly generated quests, class balance, global events and more.
 
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 Current version's readme

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Grani
Admin



Posts : 3
Join date : 2016-05-14
Location : Poland

Current version's readme Empty
PostSubject: Current version's readme   Current version's readme EmptySat May 14, 2016 11:30 pm

ANCORDIA v1.10 READ ME
---

-------------------------
TABLE OF CONTENTS
1. Introduction
2. Changelog
3. Recommended game settings
4. Credits
5. Feat changes
6. Modification of base damage and criticals of weapons
7. Spell modifications
8. Equipping items in combat
9. Modification of disarming
10. Modification of tumble
11. Familiars
12. Spell school changes
13. Spell DC
14. Class changes
15. Parry mode
16. Levelling restrictions


-------------------------
1. Introduction:

Ancordia v1.10 is the second major version of the module. While it still lacks some of planned features, which will be added in later versions, release 1.10 includes a lot of new features and bug fixes, as well as some class balance tweaks.
Notably, this version still spans only a single region of the realm of Ancordia, whereas the final version will feature nine regions. Another notable feature still missing is a player-managed city. I'm doing my best to make sure the final version is ready as soon as possible, though!

If you find any bugs, please report them to me. You can do so by contacting me on neverwintervault.org (where I am known as Grani), GOG.com (Taro94) or by sending an e-mail to my address: stjasiewicz@gmail.com .

Check out
http://ancordia.esy.es
website regularly to be up to date with any news or updates to the module.

I hope you have fun and if you do (or don't!), make sure to vote on my module's vault entry to let others know what you think of my work!

~Grani, aka Taro, aka Stanisław Jasiewicz


-------------------------
2. Credits:

69MEH69 - henchman kit
69_Jeremy_69 - AnchorDeep Message Board System
HerMyT - persistent chest storage system
Scarface - container addon to persistent banking system
Suspender - jousting system
Caesarbear - Greentree areas
ChaosQueen - Alverton prefab area
ia.Pepper - question marks and exclamations for quests
Stilgar - City/Castle Construction Set
chico400 - for NWNCQ, some tilesets of which were used in Ancordia
Zwerkules - Medieval City tileset and BioWare tilesets overhaul
Baba Yaga - Mountainous Forest tileset
Lord of Worms - Seasonal Forest tileset
Maxam - Classic Dungeon tileset


-------------------------
3. Recommended game settings:

Auto failure on 1: OFF (0)
Allow localvault characters: ON (1) for LOCAL mode and OFF (0) for ONLINE mode (see below)
Item level restrictions: OFF (0)
One party: OFF (0)
Player pause: ON (1) for LOCAL mode and OFF (0) for ONLINE mode
Reload if empty: OFF (0)
Game difficulty: Hardcore D&D ruleset (3)
Max hit points: ON (1)
PVP settings: Full PVP (2)
Enforce legal characters: ON (1)

The module has two modes of operations. Its default mode is LOCAL, designed for solo play and an occassional LAN party with local characters.
The other mode is ONLINE, which makes the module suitable for hosting as a persistent world, 24 hours a day, with server vault characters.
To change the mode of operation, one needs to open the module in the toolset and edit its local string "MODE": proper values are "LOCAL" and
"ONLINE" and it will revert to "LOCAL" if an invalid value is specified.

In LOCAL mode:
-the first player who logs in become authorized (an "admin" of sorts), which gives them some control over the world,
even if they are not a Dungeon Master; an authorized player can authorize others if they wish to do so
-all players can learn about world difficulty level settings from a clerk in Greentree, even if they are not authorized to change them
-PCs cannot be deleted by talking to a clerk in Greentree (they are supposed to be stored in local vault anyway, so there's no need for this)
-house owners don't need to have their houses visited regularly to keep them
-miles travelled by PCs are stored on the go in PC databases (due to absence of the OnClientExit event in singleplayer games)

In ONLINE mode:
-Dungeon Masters are the only ones in control of the world
-regular players cannot learn about difficulty level settings from a clerk in Greentree
-PCs can delete their characters by talking to a clerk in Greentree
-house owners (or authorized persons) have to visit their houses at least once in 60 real-time days (can be changed by modifying a module's integer
"HOUSE_DAYS", or the house will be returned to the agency
-miles travelled by PCs are only stored on client's exit to reduce database load
-NOTE: in order for character deletion to work, servervault and database folders need to have their default names (i.e. "servervault" and "database")

It's highly recommended that solo players have patch 1.71 and NWN client extender (NWNCX) installed, to make use of all features and fixes the module has to offer.
On the other hand, in multiplayer (whether in LOCAL or ONLINE mode) it's recommended that the game is launched with NWNX with the following plugins:
-nwnx_connection: allows players to preload haks on connect, so that they can create characters without them being marked as illegal
-nwnx_files: required for ONLINE mode to make character deletion and housing work, not strictly necessary for LOCAL multiplayer
All connecting players also need "nwncx_connection" plugin for NWNCX, or "nwnx_connection" won't work for them.


-------------------------
4. Changelog:

v1.10
-added randomly generated dungeons in the wilderness, complete with monsters, treasure chests, traps and bosses
-added legendary items (orange names) with unique appearances
-added mystical items (purple names) with unique powers
-added weapon runes, which can be used to grant weapons temporary or permanent damage bonuses or give then cool visual effects
-added a shop in Greentree where rogues can buy traps cheaply
-added an NPC in Greentree's tavern who trades gold and experience in exchange for various lootable items
-added a guide NPC in Greentree, who offers information about the module
-added an NPC in Alverton's tavern who offers to send PC's gold to their private locker in Greentree for 10% of the gold given
-added an optional starting quest in Greentree which allows PCs to reach second level without venturing into the wilderness
-added two more powerful variants of rinngs of discipline
-added trap crafting components to Greentree's general store
-added buffs to quest NPCs for parties, to make difficulty scale
-added chances of a small loot from regular creatures
-added pickpocketable items in enemies' inventories
-added long-lasting buffs for resting in houses for a while
-added an option of experience transfer between two characters on the same account, offered by Grandius in Greentree
-added global notifications to all logged players when a global event begins
-added a chance for a quest giver to recognize the PC as evil if they are at least on fifth character level and refuse to give a quest
-added chaos-law alignment adjustment for attacking NPCs after they yield and not attacking NPCs in case of a possible plot twist
-reduced quest rewards on higher character levels
-made henchmen count as party members for purpose of content scaling
-reenabled Mummy Dust epic spell feat selection for druids and made them summon elder treants instead (with bonuses to HP regeneration in rain)
-made public storage shared only between characters on a single account, instead of keeping it shared for all characters
-restricted magic staff usage to a single use per day, no matter how many staves a character has
-redone death difficulty settings, with the highest setting now corresponding to perma-death
-made area transition in the wilderness impossible for a moment after resting (to prevent running away from wandering monsters)
-made epic traps unusable by all classes except rogues
-changed base damage of some weapons
-changed the starting area's tileset to a microset
-doubled the duration of global events in ONLINE mode
-changed name color of crafted items to turquoise
-made commoners' rumors differentiate between global events that are in progress and the ones that are already finished
-made DC of some skill checks grow gradually instead of staying 10 until character level 11
-made henchman handling by the database safer to henchman data
-made Dwarven Defender's damage reduction x/+10 with a maximum of 15/+10
-gave monks an attack bonus equal to half their wisdom modifier
-made Shadow Evade feat last 1 turn and grant spell resistance (from 14 on 4th class level to 56 on 30th class level) in addition to other bonuses
-returned Divine Wrath to vanilla rules
-added an option for blackguards and paladins to select Divine Wrath as a general or bonus feat
-added an option for blackguards to select Extra Turning
-returned vanilla damage reduction progression for barbarians
-returned vanilla bonus feat progression for divine champions
-added a feat for assassins named Deadly Cunning, which allows them to add their intelligence modifier to all attack rolls
-fixed the "too many commands" error occuring sometimes on area exit
-fixed item reequipping during item crafting
-fixed a spelling error in the description of one of crafting skills
-added some log dumps to hopefully determine the cause of random crashes

v1.06
-fixed some non-appearing or Polish only text in the English version
-added character export on rest in ONLINE mode
-fixed the case of 10th level cleric NPCs having epic spells
-fixed the case of unequipping items on depolymorphing
-changed Alverton's skybox to clear sky
-fixed all persistent containers
-added two missing storage units in Dragonwold estate
-lowered level of creatures interrupting resting by 1 when playing solo
-made NPCs who run away from an area to disappear after some time in case they get stuck
-fixed wrong quest data display in journal entries
-corrected some unrecognized tokens
-allowed characters to be exported manually at any time in ONLINE mode via the crafting menu
-fixed the case of a creature appearing when the rest is finished
-fixed the "this house is occupied" message appearing even if the house is empty
-fixed the case of thugs demanding 0 gold in multiplayer
-fixed healing spells and the ability to cast them on vials, scrolls, wands and staves
-fixed mounted combat
-fixed the case of too powerful enemies appearing in ambushes at early levels
-increased the Immobilizer's DC
-fixed non-spawning quest NPCs
-fixed game crash on save load
-added a warning about playing the game from save files
-changed the color of the warning about using GOG.com default CD-keys to make it stand out more
-locked some previously unlocked door in Alverton

v1.05
-fixed some non-appearing or Polish only text in the English version
-fixed the reapplication of polymorph every 6 seconds for polymorphed PCs
-fixed the multiplayer trading cancellation every 6 seconds
-fixed escorted NPCs' bodies remaining in the area even after all PCs leave it
-fixed the lack of messages informing PCs why they can't travel

v1.04b
-fixed the impossibility of travelling caused by patch 1.04

v1.04
-fixed some non-appearing or Polish only text in the English version
-fixed a shortbow sold in Alverton disappearing from the store after a purchase
-disallowed party members other than the party leader to trigger a travel dialogue
-number of enemies in regular encounters now scales up to 5 players in a party
-fixed the innkeeper's dialogue reporting wrong damage types when talking about NPC's immunities
-fixed the case of rest being interrupted in Greentree periphery
-fixed the case of an escorted NPC staying in the party after completing the quest
-fixed server crash on GOG.com default CD-key login
-hopefully removed the "Troll level up failed in class 22" report
-an escorted NPC now runs to the PC if they move too far apart from each other
-fixed the PC database not being deleted after character deletion in ONLINE mode
-hopefully fixed messed-up journal entries in multiplayer
-hopefully fixed PCs not jumping to the next area if they were not nearby when the party wanted to travel (by making players wait before trying to travel again)

v1.03
-fixed some non-appearing or Polish only text in the English version
-fixed rests interrupted in safe places like villages
-fixed the case of an escorted NPC teleporting with the PC on respawn option
-disabled monster group quests at early character levels (up to 5th level)
-fixed unlimited summons
-added a warning/boot to players logging in with a GOG.com default CD-key
-NPC poker dealer might refuse to play a high stakes game after playing it too much
-fixed incorrent display of a taskgiver's name in their conversation
-all characters are exported on heartbeat in ONLINE mode (as opposed to LOCAL)
-fixed the description of a high damage NPC adventurer perk when talking to an innkeeper
-fixed the duplicate message about a party wanting to travel
-fixed items laying on the ground and not in a treasure chest
-truly fixed the case of database creation for PC's associates as if they were PCs
-removed the debug message sent to PCs travelling in the wilderness
-hopefully fixed players being sent to an occupied random area
-fixed bugged journal entries in multiplayer
-fixed players being sent back to the wilderness after logging out after respawning in ONLINE mode

v1.02
-fixed some non-appearing or Polish only text in the English version
-fixed missing adventurer's name in an adventurer's arrival rumor
-fixed the case of all quest adventurer NPCs being clerics
-fixed the case of database creation for PC's associates as if they were PCs
-reduced chances of black humans spawning
-added a warning/boot to players logging in with a login name longer than 12 digits
-increased chances of wandering monsters interrupting rest in the wilderness to 25%
-reduced chance of encountering nothing (to 25%) and increased chance of encountering regular enemies (to 55%)
-regular enemy encounters now scale in numbers up to 3 players in a party
-new quests can become available even if the PC is already on a quest - they still have to finish it before accepting the new one
-added a debug message sent to PCs travelling between areas of the wilderness in order to find out more about a certain bug

v1.01
-fixed some non-appearing or Polish only text in the English version
-fixed missing adventurer's name in an adventurer's death rumor
-fixed incorrectly displayed reward in the dialogue after successful persuasion
-fixed gold not being lost by players upon respawning in an Adventurer death difficulty setting
-removed naked cleric standing on a hill near Greentree; well, yeah
-filled some missing details from the readme file
-(temporarily) lowered the number of summons possible at a time to 1

v1.00
-original release


-------------------------
5. Feat changes:

-Bard Song: versions of the song for levels 21-30 have now been spread to levels 22-40 (every two levels)
-Curse Song: five most powerful versions of the song are now unavailable, and the five for levels 21-25 have now been spread to levels 24-40 (every four levels), with Perform requirement increasing by 10 (the final version still requires 100 points of Perform)
-Lingering song: stacks properly with Lasting Inspiration now
-Lasting Inspiration: song effects last 5 times longer, not 10
-Extra Songs: at bard level 12 or higher, empowers Bard and Curse songs with a random bonus
-Dirty Fighting: can randomly (only when fighting with a weapon): do nothing special, blind, knockdown, stun, daze or slow the enemy on hit, unless the enemy's reflex saving throw succeeds. The DC of the saving throw is determined by the number of attacks that PC sacrifices in a round to use Dirty Fighting.
-Fear: The feat's DC is now 5 + character's level / 2 + strength modifier.
-Inspire courage: +2 to attacks, +3 to will saves, +2 to bludgeoning damage, lasts for 5 rounds + Charisma Modifier.
-Rallying cry: +2 to attacks, +25% land movement speed increase, lasts for 1 round + Charisma Modifier.
-Heroic Shield: +4 to AC, can be applied to self as well as allies.
-Final Stand: Now adds 10d10 hit points.
-Oath of Wrath: +2 to attacks, saves and skills, +2 to bludgeoning damage.
-Epic Mage Armor: now grants 12AC in total, +3 of different AC types, deflection AC bonus is replaced by a shield AC bonus
-Hellball: Base damage increased to 30d6, DC increased by 5 (like for all spells cast at epic levels), a victim has a saving throw to take only half the damage - the caster can cast it on themselves to protect themselves from the spell, but the damage is then reduced to 10d6
-Greater Ruin: Deals 20d100 to a target that fails a saving throw (which is more difficult by 5, like all spells cast at epic levels), a victim that makes a successful saving throw is dealt damage equal to 40d6
-Dragon Knight: The dragon summoned depends on the summoner's caster level, lasts 10 rounds
-Mummy Dust: The power of the mummy summoned depends on the summoner's caster level (with one exception: a Pale Master of level 20 or higher will summon the most powerful mummy)
-Epic warding: lasts 1 round per every 2 character levels, the granted damage reduction is now 15/+6
-Summon Greater Undead: Lesser Demilich is now a summon for level 29 and Pale Masters with level 30 will now summon a dracolich
-Summon Undead: Pale Masters with levels 20 or higher will now summon a Soul Stealer
-Animate Dead: Pale Masters with level 10 or higher will now summon a skeleton hero, a skeleton archmage or a skeleton high priest
-Create Undead: Blackguard with level 21 or higher will now summon a Doom Lord
-Dragon Breath: Can be used 3 times per day now, is much stronger (deals (2*caster level/3)d10 damage, DC of its saving throw at level 30 is 39) and its damage type can vary (see the "Class changes" section)
-Inflict critical wounds (Blackguard): Can be used 5 times per day now
-Inflict serious wounds (Blackguard): Can be used 5 times per day now
-Craft scout item: previously called "Craft harper item", can now be used to create more potion types and the list increases further at epic character levels
-Devastating critical: now available only to fighters, starting at level 36
-Arrow of Death: save roll DC is now equal to caster level + 5
-Dragon Shape: now grants damage reduction +5 (instead of +6), has an attack penalty of 5 when used by druids without at least 10 shifter levels
-Outsider Shape: shapes now get bonuses at shifter levels 25, 27 and 30, with the exception of rakshasa shape, which had its spells modified instead: for shifters above 20th level, Ice Storm deals (shifter level - 15)d6 cold damage and rakshasa's Dispel Magic allows adding shifter levels to the check for shifters above 10th level
-Undead Shape: shapes now get bonuses at shifter levels 25, 27 and 30, vampire shape's Domination Gaze for shifters above 25th level has a bonus to its DC and duration equal to (shifter level - 25)
-Construct Shape: shapes now get bonuses at shifter levels 25, 27 and 30
-Wild Shape: dire panther form now grants a 50% movement speed increase bonus
-Greater Wildshape IV: dire tiger form now grants a 50% movement speed increase bonus
-Bone Skin: the AC bonus is now capped at +6 (this is accomplished by a permanent dodge AC decrease when applicable)
-Improved spell resistance: can now be taken only 6 times
-Improved stunning fist: can now be taken only 5 times
-Epic Fiend Servant: gets more powerful at higher blackguard levels
-Epic Shadowlord: gets more powerful at higher shadowdancer levels
-Dwarven defender damage reduction: now provides x/+10 damage reduction instead of the previous x/- and maxes at 15/+10
-Contagion: deals 4 strength and 2 constitution damage to the victim if he fails a fortitude saving throw against diseases with caster level as the DC
-Mounted Combat: maximum AC bonus equal to +6
-Epic Superior Weapon Focus: grants +1AB at level 13, +2 at level 21 and +3 at level 30
-Shadow Evade: now lasts 1 turn and grants spell resistance (from 14 on 4th class level to 56 on 30th class level) in addition to other bonuses
-Monk AC bonus: now called "Monk bonuses" and also increases monks' attack
by half their wisdom modifier
-Martial weapons proficiency: requires simple weapons proficiency now
-Exotic weapons proficiency: requires martial weapons proficiency now


-------------------------
6. Modification of base damage and criticals of weapons:
-Dagger: 1d4, 19-20/x2
-Quarterstaff: 2d4, 20-20/x2
-Spear: 1d10, 20-20/x3
-Trident: 1d12, 19-20/x2
-Dart: 1d6, 20-20/x2
-Shuriken: 2d4, 20-20/x3
-Throwing axe: 1d6, 19-20/x3
-Sling: 1d8, 19-20/x2
-Light flail: 1d8, 19-20/x2
-Heavy flail: 1d12, 19-20/x2
-Halberd: 2d6, 20-20/x3
-Light hammer: 1d6, 19-20/x2
-Dire mace: 1d8/1d8, 19-20/x2
-Whip: 2d4, 19-20/x2
-Kukri: 1d4, 18-20/x2
-Light crossbow: 1d10, 19-20/x2
-Club: 1d6, 20-20/x2
-Mace: 1d6, 20-20/x2


-------------------------
7. Spell modifications:

-Mage Armor - deflection AC bonus is replaced by a shield AC bonus
-Weird - no fortitude saving throw, a victim who fails a will save dies; if they have fewer than 7 hit dice, they are killed instantly
-Mass charm - its duration is 1 round per 1 level now, instead of 1 round per 2 levels (as it used to be)
-Time stop: now has a duration of 1d6+2 seconds, after use it will fail for 3 rounds if used again
-Isaac's Lesser Missile Storm: deals cumulated damage now as a single hit instead of multiple smaller ones
-Isaac's Greater Missile Storm: deals cumulated damage now (as above) and each missile deals 1d6 magical damage, missile number limit is now 15
-Acid Splash: deals 1d3 of acid damage for every three caster levels (starting at level 6) up to 7d3 damage maximally
-Electric Jolt: deals 1d3 of electrical damage for every three caster levels (starting at level 6) up to 7d3 damage maximally
-Ray of frost: deals 1d4 + 1 damage for every 2 class levels up to 1d4+15 damage maximally
-Daze: no longer useless on opponents with hit dice higher than 5
-Mestil's acid sheath: deals 1d6 acid damage +1 per two caster levels
-Elemental shield: deals 1d6 fire damage +1 per two caster levels, to a maximum of +5
-Wounding whispers: deals 1d6 sonic damage +1 per two caster levels
-Meteor swarm: deals 20d12 damage
-Crumble: affects all creatures (not only constructs), deals 1d6 sonic damage per caster level, up to 12d6, deals 150% damage against constructs
-Harm: deals 1d6 negative damage per caster level up to 20d6 damage
-Hammer of the Gods: deals 1d8 divine damage for two caster levels, up to 10d8
-Wall of fire: deals 1d6 damage per five caster levels on entry and at the end of every round, but at least 4d6 and at most 7d6
-Animate Dead: Pale Masters with level 10 or higher will now summon a skeleton hero, a skeleton archmage or a skeleton high priest
-Summon Creature IX: When this spell is cast with caster level of 30 or more, one of four Elemental Lords will be summoned
-Gate: When this spell is cast with caster level of 35 or more, a balrog will be summoned
-Greater Planar Binding: When this spell is cast with caster level of 28 or more, more powerful beings can be summoned: an angel for good alignment, a white slaad for neutral alignment and a glabrezu for evil alignment
-Knock: This spell can no longer unlock locks with a DC higher than 30
-Identify: The bonus is now +5 to lore
-Legend Lore: The bonus is now +10 to lore
-Quillfire: Deals (1d8+1) damage per 2 caster levels, up to 5d8+5
-Ice dagger: Damage increased by 2
-Flame lash: Deals 2d8 points of fire damage + 1d8 per 3 caster levels
-Blade thirst: Works on any weapon now
-Doom: The penalty is now -3
-Spike growth: Damage increased to 1d8, slow effect increased to 50%
-Shadow conjuration: Subspells now have the innate level of this spell
-Vine mine: Subspells now have the innate level of this spell, Camouflage subspell grants a +8 bonus, Hamper Movement subspell decreases speed by 70%
-Blackstaff: grants the quarterstaff +5 enhancement bonus, temporarily (5 rounds) increases vulnerabilities to fire, cold, acid, electricity, magical, sonic and divine damage of the enemies hit by 10% (instead of dispelling)
-Circle of Death: can affect any enemy, but there is a penalty to the DC equal to 5 when used on enemies above level 10
-Bigby's interposing hand: the penalty to attack is now -5, not -10, duration is now 5 rounds
-Bigby's forceful hand: no longer gains +14 bonus to strength check, duration is now 2 rounds
-Bigby's grasping hand: duration is now 3 rounds, d20 is added to target's AC on the attack roll, no +10 and +4 bonuses on the grapple check, while target's check is increased by +10 and half of its Spellcraft ranks
-Bigby's clenched fist: damage reduced to 1d8+6, duration is now 10 rounds, saving throw is versus spells
-Bigby's crushing hand: damage reduced to 2d6+6, duration is now 4 rounds, no +12 and -1 modifiers on the attack roll, no +12 and +4 bonuses on the grapple check, while target's check is increased by +10 and half of its Spellcraft ranks
-Greater Sanctuary: lasts 1 round per level instead of 1 turn per level
-Sanctuary: maximum (not prolonged) duration is now 20 rounds
-Contagion: deals 4 strength and 2 constitution damage to the victim if he fails a fortitude saving throw against diseases with caster level as the DC
-Hold animal: duration is now 5 rounds
-Hold person: duration is now 5 rounds
-Hold monster: duration is now 5 rounds
-Divine Power: now scales according to caster level, NOT character level
-Earthquake: Scales up to 20th caster level instead of 10th (up to 20d6 damage)


-------------------------
8. Equipping items in combat:

Players will now be unable to equip items in combat (unless for main hand or off-hand)


-------------------------
9. Modification of disarming:
When a player character is disarmed, they will instead have their weapon put into their inventory and will have to wait 3 rounds before equipping it again


-------------------------
10. Modification of tumble:
10 ranks in tumble now grant a bonus AC point, not 5 (this is accomplished by a permanent dodge AC decrease when applicable)


-------------------------
11. Familiars:
A pixie familiar now has a limit of lockpicking ranks equal to 10.


-------------------------
12. Spell school changes:
Divination and enchantment are no longer opposed by illusions, but by each other


-------------------------
13. Spell DC:
Spell DC is increased for caster levels above 20:
-21st level: +1 DC
-26th level: +2 DC
-31th level: +3 DC
-36th level: +4 DC
-40th level: +5 DC


-------------------------
14. Class changes:

-Red Dragon Disciples: they can now be of other colors - their wings, type of breath and type of damage immunity will differ.
At level 3 of Dragon Disciple the character will receive an item allowing them to choose their blood type via a dialogue window.
The item will remain in player's possession until blood is chosen or the character is delevelled to DD level 2 or less.
After selection the character will get their dragon's wings (at level 3, as opposed to level 9).
There are also changes in DD feat progression. Dragon Abilities are gained at level 10 (full bonus), Darkvision at level 15, Immunity to sleep at level 20, Dragon Immunity (previously: immunity to fire) at level 24.
What's more, Dragon Disciple levels above 5 now add to the player's caster level when casting bard or sorcerer spells.

-Druids: Mummy Dust used by druids summons an elder treant now
(rain increases its health regeneration)

-Rangers: they now get shortbow weapon specialization feat at level 21.

-Rogues: they now get Hide in plain sight feat at level 31.

-Assassins: they now get dagger weapon specialization feat at level 15
and are given a new feat called Deadly Cunning, which increases their
attack by half their intelligence modifier.

-Clerics: armor and shield proficiencies are no longer given for free at level 1 to them, but can instead be chosen when selecting a feat.

-Weapon Masters: Ki Critical feat is now given at level 13.

-Champions of Torm: they are now called Divine Champions

-Purple Dragon Knights: they are now called simply knights.

-Harper scouts: they are now called simply scouts and you can create an evil scout.

-Blackguards: they can now select Divine Wrath and Extra Turning

-Paladins: they can now select Extra Turning


--------------------------
15. Parry mode:

Parrying now grants 1 shield AC bonus for every 5 points of Parry skill.


--------------------------
16. Levelling restrictions:

Player characters must advance in such a way, that they will have at least 10 levels in every class they have by the time they reach the maximum level (lvl40).
For example, a character with 30 levels of druid and 1 level of monk will be disallowed to take a level in any class other than monk, because this would make it impossible for the character to have at least 10 monk levels at character level 40.
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