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Patch Notes (Sundren v0.95)

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  • Patch Notes (Sundren v0.95)

    New Prestige Classes
    Two new prestige classes have been added.

    Triadic Knight
    PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.

    Triadic knights are holy warriors who worship the Triad of Tyr, Torm and Ilmater. Their history can be traced back to the Fiend Wars of Impultur, when the three churces joined forces to proclaim the Triad Crusade, but they no longer comprise a single order of paladins. They believe that to truly embody the virtues of a paladin, one must draw on the strengths of all three gods. Through courage and perseverance, Triadic knights seek justice for all.

    Requirements:
    Alignment: Lawful Good.
    Base Attack Bonus: +5.
    Spells: Able to cast 1st level divine spells (as a Cleric, Favored Soul or Paladin).
    Skills: Knowledge: Local 4 ranks, Knowledge: Religion 4 ranks, Knowledge: The Planes 2 ranks.
    Feats: Toughness and either Smite Evil or Smite Infidel.
    Special: Arbiter's Alliance membership.

    Class Features:
    Hit Die: d10
    Base Attack Bonus: High.
    High Saves: Fortitude.

    Weapon Proficiencies: Triadic knights gain no weapon proficiencies.
    Armor Proficiencies: Triadic knights gain no armor proficiencies.
    Skill Points: 2 + Int modifier per level.
    Class Skills: Concentration, Craft: Alchemy, Craft: Weaponsmithing, Craft: Armorsmithing, Diplomacy, Heal, Knowledge: Local, Knowledge: Religion, Knowledge: The Planes, Lore, Parry, Profession: Cook, Profession: Miner, Profession: Woodcutter, Sense Motive.

    Spells per Day/Spells Known: When a new Triadic knight level is gained (except 1st and 4th level), the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 1st-level divine spells. If the character has more than one applicable spellcasting class, he must pick one to improve.

    Martyr's Embrace: Starting at 1st level, the Triadic knight can protect one selected ally within 30 feet once per day. This protection acts as the Shield Other spell and is cast as a cleric of twice the knight's class level.

    Hands of Ilmater: At 2nd level, the Triadic knight gains Perfect Health. He becomes immune to all disease and poison effects.

    Judge's Insight: At 3rd level, as a spell-like ability, the knight can cast Discern Lies once per day as a cleric of twice his class level.

    Eyes of Tyr: At 4th level, a Triadic knight can no longer be dazed or blinded by magical effects.

    Lion's Roar: At 4th level, a knight can use Shout once per day as a spell-like ability as a cleric of twice the knight's level.

    Heart of Torm: At 5th level, the Triadic knight gains immunity to fear.

    Great Smiting: At 5th level, the Smiting abilities of the Triadic Knight are amplified to be twice as strong. He gains Great Smiting (1) as a bonus feat.

    Shadowbane Stalker
    PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.

    Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviors. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go. A shadowbane stalker serves her order or church through acting as its eye in the night, seeking out the evils hidden among civilisation. Of course, with the divine gifts she wields to further her faith's purposes, she is also capable of taking them out quickly and efficiently in case it is deemed necessary for the greater good.

    Requirements:
    Alignment: Any Good.
    Spells: Able to cast 1st level divine spells (as a Cleric, Favored Soul or Paladin).
    Skills: Gather Information 8 ranks, Search 4 ranks, Sense Motive 4 ranks.
    Feats: Shadow, Godsbane.
    Special: Sneak Attack.

    Class Features:
    Hit Die: d8
    Base Attack Bonus: Medium.
    High Saves: Reflex and Will.

    Weapon Proficiencies: Shadowbane stalkers gain no weapon proficiencies.
    Armor Proficiencies: Shadowbane stalkers gain no armor proficiencies.
    Skill Points: 6 + Int modifier per level.
    Class Skills: Appraise, Balance, Climb, Concentration, Craft: Alchemy, Craft: Weaponsmithing, Craft: Tailoring & Leatherwork, Craft Trap & Contraption Making, Decipher Script, Disable Device, Escape Artist, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge: Architecture & Engineering, Knowledge: Local, Knowledge: History, Knowledge: Religion, Knowledge: The Planes, Listen, Lore, Move Silently, Open Lock, Parry, Profession: Cook, Profession: Fisher, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Magic Device, Use Rope.

    Spells per Day/Spells Known: When a new shadowbane stalker level is gained (except 4th and 9th level), the character gains new spells per day (and spells known, if applicable) as though she had gained a level in whatever divine spellcasting class gave her access to 1st-level divine spells. If the character has more than one applicable spellcasting class, she must pick one to improve.

    Detect Evil: A shadowbane stalker can use detect evil at will.

    Sacred Stealth: The shadowbane stalker can channel some of her divine power to become stealthier. She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus plus half her class level. At 7th level, this bonus increases to +8. This is cast as a spell-like ability and can be used twice per day.

    Discover Subterfuge: A shadowbane stalker trains diligently to detect subterfuge and misdirection of others. At 2nd level and higher, she gains a +2 competence bonus on Search and Sense Motive checks. This bonus increases to +4 at 5th level and +6 at 8th level.

    Sneak Attack: Beginning at 3rd level, the stalker deals an additional 1d6 damage on sneak attacks. This bonus increases to 2d6 at 6th level and 3d6 at 9th level.

    Sacred Defense: At 4th level and higher, a shadowbane stalker can channel some of her divine power to become more evasive to enemy attacks. She gains a +4 sacred bonus to her armor class as a spell-like ability. This bonus lasts for 4 rounds after casting and can be used once per day. At 9th level, the duration is increased to 7 rounds.

    Sacred Strike: At 10th level, the shadowbane stalker can channel some of her divine power to wreak havoc upon the wicked. She gains a 2d6 divine damage bonus on all attacks against evil creatures for 1 + half her Charisma modifier in rounds after casting. Sacred Strike is activated as a spell-like ability, and can be used twice per day.

  • #2
    Level Cap Alterations

    The level cap system has been modified, significantly loosening for levels under 12 and also slightly for levels 13-15. Level caps over 15 will still take a great deal of time to transcend.


    Feat Changes
    Several feats had their functioning changed for balance reasons.

    Eldritch Master
    Type of Feat: Epic
    Prerequisites: 21st level, Warlock 16th level, Spellcraft 24.
    Specifics: The character's eldritch blasts deal +10% damage and have +2 to attack rolls. Additionally, your Knowledge: The Planes and Knowledge: Arcana skills are permanently increased by 4.
    Use: Automatic.

    Epic Rage
    Type of Feat: Epic
    Prerequisites: 21st level, Str 30, Mighty Rage, base attack bonus +25.
    Specifics: While raging, the character's Str and Con bonuses remain at +8 and their Will save bonus increases to +8. Additionally, they gain a +5 adrenaline bonus to Climb, Jump and Swim checks for the duration of their rage, and the AC penalty for enraging is reduced to 1.
    Use: Automatic while in rage.

    Luck of Heroes
    Type of Feat: Background Trait
    Prerequisite: Can only take this feat at 1st-level, Cleric Domain: Luck, or Swashbuckler level 11.
    Specifics: Character gains a +1 bonus on all saving throws.
    Use: Automatic.


    New Feats
    Two new feats were added.

    Oversized Two-Weapon Fighting
    Type of Feat: General
    Prerequisites: Str 13, Two-Weapon Fighting.
    Specifics: You are adept at wielding larger than normal weapons in your off hand. You may wield a weapon of one size category larger in your off hand without penalty. For instance, a dwarf could use a warhammer and battle axe at only the base penalty of -2 for Two-Weapon Fighting. Similarly, a halfling could wield two shortswords. Samurai do not benefit from this feat as much, as they are used to fighting with a light weapon in their off-hand. They are still subject to a -1 penalty, in addition to the default penalty of -2 for Two-Weapon Fighting.
    Use: Automatic.

    Spell Girding
    Type of Feat: General
    Prerequisites: Ability to cast 1st level spells.
    Specifics: Spells cast on you are particularly hardy, resisting dispel checks more readily than normal. Any dispel checks against your spells' effects are made with a -2 penalty. For paladins and rangers of 4th level or higher, this penalty is increased to -4.
    Use: Automatic.


    Standard Combat Actions
    Everyone gets access to a number of new actions, useable like general feats.

    Defensive Fighting
    Type of Feat: Combat (Free)
    Specifics: You can fight defensively, increasing your Dodge AC by 2 and decreasing your Attack Bonus by 4. This fighting mode cannot be activated alongside Power Attack, Expertise, Defensive Casting, Flurry of Blows, Rapid Shot or Total Defense. You cannot cast spells while fighting defensively.

    Total Defense
    Type of Feat: Combat (Free)
    Specifics: You fully focus on defending yourself, increasing your Dodge AC by 4, lowering Attack Bonus by 6 and reducing your number of attacks to one per round. This fighting mode cannot be activated alongside Power Attack, Expertise or Defensive Fighting. You cannot cast spells while fighting defensively.

    Charge
    Type of Feat: Combat (Free)
    Specifics: You charge towards a hostile target, increasing your Attack Bonus by 2 and decreasing your Dodge AC by 2. Aditionally, your movement speed is increased by 50%. These effects last for 9 seconds. You can not use charge when in any of the following combat modes: Defensive Casting, Rapid Shot, Defensive Fighting or Total Defense. You cannot have a ranged weapon equipped when charging and the target must be within 5 and 25 meters from you. Charge has a cooldown of 30 seconds.

    Diversion
    Type of Feat: Combat (Free)
    Specifics: As a standard action, you may attempt to draw a targeted creature's attention to make it attack you instead of another. Your target may make a will save with your taunt skill as DC. Paladins using this ability add their class level to the DC when used against evil aligned creatures, and Blackguards get the same bonus against good aligned creatures. You must be within melee range of your target to use this ability.

    Aid Defense
    Type of Feat: Combat (Free)
    Specifics: As a standard action, you may aid a friendly creature in defending himself. A targeted ally is given a +2 bonus to Dodge AC for 2 rounds. This bonus does not add up if applied multiple times. You must be within melee reach of your target to use this ability.

    Aid Attack
    Type of Feat: Combat (Free)
    Specifics: As a standard action, you may attempt to distract your target to lower his defenses against others' attacks. You make a touch attack against the target creature, and if successful it will take a -2 penalty to Dodge AC for 2 rounds. This bonus does not add up if applied multiple times. You must be within melee range of your target to use this ability.

    Intervene
    Type of Feat: Combat (Free)
    Specifics: As a standard action, you may switch places with a targeted friendly creature. You must be within melee range of your target to use this ability.

    Grapple
    Type of Feat: Combat (Free)

    Specifics: As a standard action, you may attempt to grapple your opponent. In a grapple, both you and your target cannot move, are denied your dodge bonus to AC, reduced to a single attack per round and are subject to a 50% chance of spell failure. You also cannot turn invisible and any active invisibility effects will be removed. Lastly, any items in your offhand as well as weapons larger than small size in your main hand will be unequipped. As long as you're grappling, you are prohibited from equipping anything in your hands other than small and tiny melee weapons.

    Before a grapple succeeds, a number of conditions apply. Your target gets to make an attack roll (d20 + BAB + primary ability modifier for increasing AB (Str or Dex with Weapon Finesse). This attack does no damage, but if it hits your grapple fails. Secondly, you make a melee touch attack against the target which must hit, else the grapple attempt will fail. Finally, you make an opposed grapple check (d20 + BAB + Strength Mod + Size Mod). If this succeeds also, you will have your target grappled.

    When in a grapple, the grappler gets to either release or pin his victim once per round. The pinned target is silenced, gains an additional -4 penalty to AC and a -10 penalty to his attack rolls (not opposed grapple checks).

    The grappled target gets the opportunity to try and escape the grapple once each round. This is done through an opposed grapple check, or an escape artist check vs the grappler's grapple check. Whichever is more favorable to the grappled individual. If pinned, the grappled individual first has to escape the pin before he can attempt to escape a grapple. In case multiple grapplers are holding the same individual down, he will only be able to escape the grapple of one grappler per round, starting with the first who initiated the grapple.

    Bypass
    Type of Feat: Combat (Free)
    Specifics: As a standard action, you may attempt to bypass an enemy creature to get on the other side of it. This requires a Tumble check DC 25 to succeed. Failing this check, you will be knocked down for one round. If your enemy is of equal size or smaller than you, your Jump skill will be used instead, if you have more ranks in it.

    Demoralize
    You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check. If you win, the target becomes shaken for 3 rounds. A shaken character takes a -2 penalty on attack rolls, ability checks, skill checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.

    Comment


    • #3
      Samurai Changes
      Samurai had to be tuned with the implementation of Oversized Two-Weapon Fighting. They are now closer to their PnP implementation.

      Prerequisites
      Samurai no longer have any prerequisites, and the class can be taken from 1st level. However, it does need DM authorization to use.

      Skill Points
      Reduced to 2 per level, from 4. Samurai were not intended to have 4 skill points/level.

      Two Weapon Defense
      Removed

      Improved Two Weapon Defense
      Removed

      New Feat:
      Daisho Focus
      Type of Feat: Class
      At 13th level, the Samurai becomes particularly adept at striking accurately when wielding a katana and wakizashi combined. With a katana in the main and a short sword in the off-hand, only a -1 penalty applies for fighting with two weapons in hand. Additionally, you gain a +1 damage bonus on both hands.
      Use: Automatic.


      Combat Medic Changes

      Prerequisites
      Feats: Augment Healing, Combat Casting, Skill Focus(Heal)
      (Dodge replaced with Augment Healing)

      Healing Kicker improved
      You hate to see your careful work ruined by an attack made right afterward. Thus, you can add a short-term protective effect to your healing spells, allowing a healed target to more easily survive the rigors of combat. Whenever you cast a conjuration (healing) spell on an ally, you imbue the spell with secondary effects as described below. These effects stack with eachother, but not with themselves. You can't apply this secondary benefit to yourself.

      At 1st level, you can imbue a healing spell with a sanctuary effect (as the spell). The Will save DC to overcome this effect is equal to 11 + 2x class level (of combat medic) + Wisdom modifier. This effect lasts for 2 rounds.
      At 3rd level, you can grant the target of your healing spell a competence bonus on Reflex saves equal to your class level. This effect lasts for 3 rounds.
      At 5th level, you can imbue a healing spell with a maximized aid effect (as the spell, but the quantity of temporary hit points granted is equal to 8 + your class level). This effect lasts for 1 minute or until the temporary hit points are depleted, whichever comes first.

      Mass Heal replaced with:
      Improved Augment Healing
      Type of Feat: Class
      Specifics: At 5th level, a combat medic's cure wounds spells are augmented as if they were two spell levels higher. E.g., a Cure Minor Wounds would heal an additional 4 hit points of damage (instead of 0 from standard Augment Healing) and a 3rd level Cure Moderate Wounds would heal an additional 10 hit points of damage (instead of 6). This bonus applied by Improved Augment Healing also translates to 4 points of additional damage done to undead touched by your single target cure wounds spells.
      Use: Automatic

      Comment


      • #4
        Monk Ability Addition

        Abundant Step
        Type of Feat: Class
        Specifics: At 12th level or higher, a monk can slip magically between spaces, as if using the Dimension Door spell. This can be done once per day, and caster level is half the monk's level.
        Use: Spell-like ability.


        Resting in Medium/Heavy Armour

        You can now rest in medium or heavy armour. However, doing this results in a penalty of -2 to your Strength and Dexterity scores, as well as a reduction in movement speed by 20% for 10 minutes.

        This effect can be removed with restoration spells, or through resting again.


        Invisibility

        Upon casting and every 3 rounds thereafter, the target of invisibility goes through a number of checks.

        The first check is to see if the PC under effects of invisibility has moved. If he hasn't, nothing happens and he is completely safe from whatever comes after that.

        If the PC has moved, a check is made to see if the PC is within 15 feet from any other players. Each player within that distance gets to make a listen check. If the PC (invisible) is in sneak mode, he gets to make a roll to set the DC (d20 + Move Silently modifier). If he is not in sneak mode, the DC is 10 or the player's MS skill (no roll), whichever is lowest. When a player hears the invisible PC's movement, a textual message will appear to show his location. This simulates that the invisible PC's movement has been noticed, and is pointed out by the reaction of whoever heard him. Party members of the invisible PC are not subject to Listen checks and no messages will appear when moving near them. Being in the vicinity of other PC's will trigger the next Listen checks within 3 seconds rather than 3 rounds, until the invisible PC is far enough away again.


        DM UI improvements

        Some erroneous and duplicate buttons have been removed, possibly avoiding some crash issues.


        Bug Fixes

        - The Icefury Cold Immunity/Fire Vulnerability class ability effects should no longer be removed by restoration spells
        - Fixed some issues with Alter Self and A Thousand Faces
        - Several other, minor issues
        Last edited by Kaeldorn; 08-11-2009, 07:47 AM.

        Comment


        • #5
          shameless bump, and shame on you for rubbing your nose against your screen to read this. In case you were smart and just selected this text instead, kudos to you. Unfortunately, nobody cares enough to award you for it in any way.

          Comment


          • #6
            Can I has cookie for reading text? pwease

            New changes look great, with the defensive fighting line of feats you could bring the Duelist PrC back in line with PnP. Personally I like the parry skill though
            Originally posted by roguethree
            If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

            Comment


            • #7
              Originally posted by Kaeldorn View Post
              Combat Medic Changes

              Prerequisites
              Feats: Augment Healing, Combat Casting, Skill Focus(Heal)
              (Dodge replaced with Augment Healing)

              Mass Heal replaced with:
              Improved Augment Healing
              Type of Feat: Class
              Specifics: At 5th level, a combat medic's cure wounds spells are augmented as if they were two spell levels higher. E.g., a Cure Minor Wounds would heal an additional 4 hit points of damage (instead of 0 from standard Augment Healing) and a 3rd level Cure Moderate Wounds would heal an additional 10 hit points of damage (instead of 6). This bonus applied by Improved Augment Healing also translates to 4 points of additional damage done to undead touched by your single target cure wounds spells.
              Use: Automatic


              I “think” Evananda is the only combat medic on the server at this time and I’m going to assume she needs to grab that newly required feat fast before she can get anymore combat medic levels (it was next on my list anyway) so I find myself with one big question about this change.

              How does not having Augment Healing affect her at this exact point in time?

              Just a little worried she might be considered a “void” builds like a cleric with the wrong domains.

              Other than that small concern I think the change was a good idea.
              EvanandaPriestess of joy.

              Hold - Follower of the lady, any lady.


              http://richardleitch5.deviantart.com/

              Comment


              • #8
                If the change causes you to be unable to progress in the class make a help request and the DM's will sort it out.
                Originally posted by Saulus
                Stop playing other shitty MMOs and work on Sundren, asshole.

                Comment


                • #9
                  Existing levels should be okay. It's only new levels that will be affected.
                  Annaleen Wiltenholm-There's always something to smile about.
                  Chani Kalera- Intimidation is the new diplomacy. *looms*
                  Eleanor "Bloody Elle" Lark - Why is the rum always gone?
                  Yolanda Brown - If life gives you lemons, make lemonade. But unless life also gives you water and sugar, your lemonade is going to suck.
                  Astrid Hammerhand - Och!

                  Comment


                  • #10
                    You won't be able to take Combat Medic levels until you have the Augment Healing feat, so if you take that on your next level you can progress as normal afterwards.

                    The only characters that might have issues are Samurai, because of the skill point change.

                    Comment


                    • #11
                      thanks
                      EvanandaPriestess of joy.

                      Hold - Follower of the lady, any lady.


                      http://richardleitch5.deviantart.com/

                      Comment


                      • #12
                        Woah, very nice. Thanks!
                        "Nothing is true, everything is permitted."

                        Comment


                        • #13
                          Thanks! A great update once again.
                          ~ The puppetmaster of Xilphia Redclaw & Thyral Hammerhand ~

                          Comment


                          • #14
                            Very cool!

                            Too bad Mirumoto is being downsized though...
                            Characters:
                            Peridan Twilight, one-eyed dog of the Legion, deceased.
                            Daniel Nobody, adventurer and part time problem solver.

                            [DM] Poltergeist :
                            If you can dodge a wrench, you can dodge an intermediate deity's unbridled fury.

                            Comment


                            • #15
                              Interesting, well I guess I'll have to make a new char.
                              " I found my inner child once, then Child Protective Services came and took him away"

                              Comment

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