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v1.42 Update Discussion

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Post  Kaedrin Thu Aug 18, 2011 7:15 pm

The Work in Progress page has been updated with what I expected to be in the 1.42 update (barring any additional bug fixes that get added as time goes on).

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Post  Kaedrin Thu Sep 01, 2011 7:56 pm

15 frost spells are going in along with the centerpiece of 1.42: the Hexblade, Marshal, and Knight classes.

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Post  Aarkon Thu Sep 01, 2011 11:46 pm

sweet the new classes look awesome and 15 frost spells will help frost mage builds out alot

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Post  Kaedrin Mon Sep 05, 2011 5:23 pm

Daring Buccaneer
Type of Feat: General
Prerequisite: Grace +1, Dread Pirate 1
Benefit: Your dread pirate and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 7th-level dread pirate/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler.

Your rogue and swashbuckler levels also stack for the purpose of determining your sneak attack bonus damage. For example, a 7th-level rogue/4th-level swashbuckler would deal an extra 6d6 points of damage with her sneak attacks, as if she were an 11th-level rogue. Only Swashbuckler levels count as Rogue levels for determining the new sneak dice granted by the feat and these dice stack with other Sneak Dice classes.

You combine grace and ferocity to deadly effect.

Weakening Touch
Type: General
Prerequisite: Wis 17, Improved Unarmed Strike, Stunning Fist, BAB +2
Benefit: You can make an melee touch attack that deals no damage, but instead applies a -6 penalty to the target's Strength score for 1 minute (no saving throw). Multiple weakening touches delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stun effects can not be affected by this feat.
Special: A fighter may select Weakening Touch as one of his fighter bonus feats.

Fists of Iron
Type: General
Prerequisite: Improved Unarmed Strike, Stunning Fist, BAB +2
Benefit: You deal an extra 1d6 points of blunt damage for 18 seconds. Each activation consumes one use of your Stunning Fist ability. This is an instantly activated ability.

Freezing the Lifeblood
Type: General
Prerequisite: Wis 17, Improved Unarmed Strike, Stunning Fist, BAB +10
Benefit: You can make an melee touch attack that deals no damage but has a chance of paralyzing your target. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). If the target fails his saving throw, it is paralyzed for 1d4+1 rounds. Each attempt to paralyze an opponent counts as one of your Stunning Fist attacks for the day. Creatures immune to stunning cannot be affected by this feat.
Special: A fighter may select Weakening Touch as one of his fighter bonus feats.

Roll With It I-VI
Type: General
Prerequisite: Con 20, Toughness
Benefit: You gain damage reduction 2/-. This feat stacks with Epic Damage Reduction and Greater Resilience along with the highest single source of DR/- (Barbarian, Dwarven Defender, Dragonslayer, Anointed Knight, or Warrior of Darkness). You can gain this feat multiple times. Each time you gain the feat, your damage reduction increases by 2, up to a maximum of 12/-.

Combat Focus
Type of Feat: General
The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness.
Prerequisite: Wis 13
Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of battle. The focus lasts for 10 rounds, +1 additional round per combat form feat you have and has a 3 minute cooldown on use.

While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4.
Special: A fighter can select Combat Focus as one of his fighter bonus feats.
Use: Selected.

Combat Stability
Type of Feat: General
When you maintain your combat focus, you become difficult to disloge. Your muscles lock into an unyielding position.
Prerequisite: Combat Focus, BAB +3
Benefit: You gain immunity to knockdown while you maintain your combat focus.
Special: A fighter can select Combat Stability as one of his fighter bonus feats.
Use: Automatic.

Combat Defense
Type of Feat: General
The state of keen focus and mental discipline you attain in combat allows you to shift the focus of your defense with careful, precise maneuvers.
Prerequisite: Combat Focus, Dex 13, Dodge, BAB +6
Benefit: While maintaining your combat focus, you gain a +1 dodge bonus to AC.
Special: A fighter can select Combat Defense as one of his fighter bonus feats.
Use: Automatic.

Combat Vigor
Type of Feat: General
When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow.
Prerequisite: Combat Focus, BAB +9
Benefit: While you maintain your combat focus, you gain regeneration 2. If you have three or more combat form feats, the benefit of this feat improves to regeneration 4.
Special: A fighter can select Combat Vigor as one of his fighter bonus feats.
Use: Automatic.

Combat Awareness
Type of Feat: General
When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents location.
Prerequisite: Combat Focus, BAB +12
Benefit: While maintaining your combat focus, you gain the benefit of the Blind-Fight feat.
Special: A fighter can select Combat Awareness as one of his fighter bonus feats.
Use: Automatic.

Called Shot
Type of Feat: General
Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.
Prerequisite: BAB +3, Point Blank Shot
Benefit: Your target no longer benefits from concealment for two rounds. This ability is instant and has a five-round cooldown.
Special: A fighter can select Called Shot as one of his fighter bonus feats.
Use: Automatic.











New Spells

Zone of Natural Purity
Evocation
Level: Druid 2
Components: V, S
Range: S
Area: 20-ft.-radius
Duration: 2 hours/level

This spell sanctifies an area to the forces of nature. Every fey and plant creature in the area gains a +1 sacred bonus on attack rolls, damage rolls, and saving throws, while aberrations in the area take a -1 penalty on atack rolls, damage rolls, and saves.

Return to Nature
Transmutation
Level: Druid 7
Components: V, S
Range: S
Target: 1 living creature
Saving Throw: None
Spell Resistance: Yes

The target creature draws closer to an ideal state of nature. Arcane spellcasters and monstrous humanoids gain 1d4 negative levels when subjected to this spell. Outsiders take 1d8 magic damage per two caster levels and aberrations take 1d6 points of magic damage per caster level.

Grace
Transmutation
Levels: Bard 2
Components: V
Range: Personal
Target: Self.
Duration: 1 round/level

You create a silvery glow around your body. For the duration of the spell, you gain a +1 Dodge AC bonus, a 33% speed increase, and suffer a -20 Hide skill penalty.

Improvisation
Transmutation
Levels: Bard 1
Components: V, S
Range: Personal
Target: Self.
Duration: 1 round/level

You gain access to a floating "pool" of luck, which manifests as a +2 bonus on attack rolls for the spell's duration. If the extend spell metamagic is used with this spell, the bonus drops to +1.

[i]With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence.


Languor
Transmutation
Levels: Druid 4
Components: V, S
Range: Close
Target: One creature.
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. This ray causes the creature it hits to become weak and slow for the spell's duration. A struck creature takes a penalty to Strength equal to 1d6 +1 per two caster levels (maximum 1d6 + 10). In addition, a subject that fails a Will save is slowed.
[/i]


Last edited by Kaedrin on Thu Sep 08, 2011 8:27 am; edited 1 time in total

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Post  xvaragornvx Tue Sep 06, 2011 12:26 pm

Could you specify in the "Spinning Halberd" feat what the attack bonus is of the extra attack and if it stacks with haste? I feel like those would be questions asked over and over if not in the feat description.

Very interesting fighter and monk love.

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Post  Kaedrin Fri Sep 09, 2011 2:35 am

http://nwn2customcontent.wikidot.com/new-vfx3

71 new vfx skins

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Post  nicethugbert Sun Sep 11, 2011 10:33 pm

NEAT!

What are the VFX skins going to be used for? VFX skin 70 seems to be some writing. What is it?

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Post  stormturmoil Mon Sep 12, 2011 6:08 am

Question and possible Suggestion: Is the Master Craftsman Based on an actual PnP class? (only exposure to DnD is Nwn1+2) or is it custom?

Either way, a possible addition might be to include Appraise as a class skill and possibly Skill Focus: Appraise; as, while not a merchant per se, a Master Craftsman would seem to be more likely to have a better idea of the value of things, and would almost certainly be better at picking out dodgy/poor quality merchandise compared to High Quality goods.
(or, imagine the scene: " I could make better than this myself!"
"Oh really?"
"Here's one I prepared Earlier"
"Hh..." *Cue massive price cut*)

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Post  Aarkon Mon Sep 12, 2011 10:07 pm

do you have a rough ETA on this update?

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Post  Kaedrin Mon Sep 12, 2011 11:02 pm

Craftsman is custom, no skills have been decided yet.
New skins are for developers mostly.
No ETA till the Knight and Marshal are done.

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Post  Aarkon Tue Sep 13, 2011 8:33 pm

Knight is gonna be tha awesome

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Post  Kaedrin Wed Sep 14, 2011 11:37 am

Knight may get some tweaks as needed to balance it out. The only ability I really see being a hot topic is the Shield Block value (if and how much enhance bonus it allows).

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Post  deserk Wed Sep 14, 2011 5:26 pm

Knight definitely looks like a very neat melee class. I look very much forward to it.

Kaedrin wrote:Knight may get some tweaks as needed to balance it out. The only ability I really see being a hot topic is the Shield Block value (if and how much enhance bonus it allows).
I can understand that being a difficult thing to make a decision in. If it's shield block + base shield ac + shield AC enchantment for determining DR, that could end up being a lot of DR. I think just shield block + base shield AC seems good enough, as far as I'm concerned. Maybe there should be the possibility of picking Improved Shield Block feats instead of getting extra shield AC from magical shields?

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Post  Aarkon Wed Sep 14, 2011 6:49 pm

i would think using barbarian DR as a guide for how much DR the knight can have at X#s of level should do fine

maybe a tad more than barbarian 1 or 2 points

will that DR stack with epic DR feats or other class DR like Dwarvin defender?

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Post  Kaedrin Thu Sep 15, 2011 4:12 pm

Greater Resilience and Epic DR feats only, just like every other kind of DR/- that is class based.



Shield Block starts at 3/- for a heavy shield and takes 9 levels to hit 4/- without an enhance bonus addition (where you should have +2 stuff or 6/- DR).



I'll likely cap the enhance bonus at +4 and alter the Shield Specialization feat to grant double the bonus to Shield Block (it adds +1 enhance, making it a +2 DR boost feat). That gives a 30 Knight a DR 12/- protection at the cost of a feat and allows low-level knights to ramp the protection up a bit (DR 5/- at 3rd level if they take the feat, the same as armor specialization). They can increase it to another two points if they use a Tower shield and suffer the AB penalty.

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Post  Aarkon Thu Sep 15, 2011 7:23 pm

sound yummy

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Post  Kaedrin Thu Sep 15, 2011 9:04 pm

I'll should have a beta for either the Knight or the Marshal at the end of this weekend. Haven't decided yet which to wrap up.

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Post  Aarkon Sat Sep 17, 2011 2:57 pm

forgot to ask about roll with it .. will that add to Knight DR?

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Post  Kaedrin Tue Sep 20, 2011 8:36 am

Since it's item based DR, I haven't decided yet (or if the feats will make it in). I'll most likely remove support for all other feats and just add custom knight feats to handle it since it is item-based.

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Post  Kaedrin Thu Sep 29, 2011 7:19 pm

Ok, the 1.42 list is about 99% complete now so that's a near final list of the content I'll be adding in the 1.42 update which is going to be my last update with 'new' content (non-fixes).

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Post  barghest13 Sat Oct 01, 2011 6:35 am

Good to hear that you're nearly finished the update.

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Post  Kaedrin Mon Nov 21, 2011 4:01 pm

I've been down/out with an ulcer the past week so I haven't been able to keep up with posts/emails or working on the content. Back at it now.

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Post  barghest13 Fri Nov 25, 2011 2:34 pm

Kaedrin wrote:I've been down/out with an ulcer the past week so I haven't been able to keep up with posts/emails or working on the content. Back at it now.

Sorry to hear you've been ill.

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Post  marccampos Wed Jan 11, 2012 4:26 pm

So i was reading the stuff on 1.42 and it said it has 2 new races, any chances to post their status here? Thanks

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