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Barry_1066

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Posts posted by Barry_1066

  1. Experience is dictated by the Aurora Game Engine and was set by Bioware.  We use no custom XP system - the cave bats are boosted in CR to give very low level players quick XP.  To adjust all monsters in CR would require making new versions from all the Bioware monster list - not going to happen due to resource limitations. 

    The disparity of a level gap is again, an Aurora Game Engine hard coded function.  We are using the stock Bioware systems for XP.  Yes there are some scripted XP systems - these were investigated and rejected long ago. 

    We do not want fully leveled characters in two weeks - not in two months - and there is no 300 XP cap.

    I was experimenting with a new character - at level 8 I killed a mountain giant and got nearly 500 XP - at lvl 10 the XP was down to about 300 and by level 12 well under 200.

    Bioware, in their wisdom, set XP based on Character level vs CR of the creature being fought.  Summons, animal companions, familiars, and henchmen also reduce total XP you receive.  Traveling with a much higher level player will reduce XP.

    This is the way it is - and for signage - go through the entryway portal and you are ported to Sidonia's Castle with a sign in front of you directing you to the beginning dungeon.  The dungeon entrance also has a sign.

     

  2. Time and date to be decided based on players schedules.

    This is a renewal of a very old campaign story with a rich history  Those players still with us will certainly keep their characters - if they do not wish to be in the campaign they will advise me and I will put the character up for reassignment.

    Here is the list as it is now:

    Characters for the campaign:

    Aven Ashallows - last played by Sparky1479 (available for reassignment)
    Baronette Darla Drowbane - played by charissa1066
    Hero Sharpe - played by Barry_1066
    Brandon Steele - played by Wolfgang1066
    Daisy Meadows - played by Athena
    Ikaro - last played by Raven of Dispersion (available for reassignment)
    Devon - last played by Mairie (available for reassignment)
    Professor Cogg - played by Mkmddx
    Yarryn Foxx - Last played by Ashlinn (available for reassignment)

     

    Post in this thread your interest - character choice and please make sure you have read the entire other thread with the character descriptions.

    There are nine player characters - only 4 are currently available for application.

    If someone wishes to create another character - write up a proposal or talk to me privatly about possible choices.
    The Wolf Gang has helped previously - a child from the Wolf Gang may be a good fit
    The brownies and pixies have also helped in the past - one of these could be a good fit
    Some other possible characters are needing discussion privately so as not to reveal plot issues publicly.

    And now a note about The Wolf Gang.  The area where The Wolf Gang live is odd - odd in that children who go there or have been there, never grow up - never grow old - stay youthful and a child forever - one could call it Forever Land or Never Grow up Land or shorten it to Never Land if you like.

    No one knows how old the gang of children living there actually are - they seem to have always been there. 

  3. The Curse of the Lovers

    Here is a quick rundown of the characters, past and present.

    Iain/Sarabeth -
    A cleric of Diana, Iain/Sarabeth were two lovers who were cursed into occupying the same body. Neither aware of the others continued existence, they strove to find their true love once more. However, once in a while the personalities and physical forms would switch. The group encountered both Iain and Sarabeth, but were unaware that they were in fact the same person.
    Sadly captured by the Baroness, both Iain and Sarabeth are presumed dead. DECEASED

    Aven Ashallows -
    The loyal guard of Baronette Darla, he was a stoic and reliable man. He never spoke of his family, but instead regarded his charge like a daughter. He never openly questioned why he was given the role of protector when there were so many other soldiers who were much better with a sword than he, but instead he took on the role wholeheartedly and devoted his life to it.
    After the betrayal of fleeing with Darla, he was captured by Baroness Zoe and imprisoned. INCARCERATED

    Vanessa the Grey Seer -
    An abrupt and mysterious woman, she mixed truths with lies to lead people the way she wanted them to go. Never knowing if she was truly trustworthy or not, Darla and her friends were forced to do as she said, as Vanessa claimed that failure to do so would result in tragedy. Vanessa seemingly betrayed Darla by returning her to Fountain City, but claimed that it was a necessary course of action to prevent the death of Hero.
    Vanessa allowed herself to be slain by Avens nephew, Devon. DECEASED

    Yarryn An Telamar -
    An elven monk of the Anrys order, Yarryn An Telamar took upon herself the duty of protecting a small halfling girl who had been afflicted with some type of 'disease'. The monk swore to protect the girl until such time that a cure could be found and that she may be returned to her family.
    Once involved with Darlas 'gang', Yarryn An Telamar proved to be a threat to Baroness Zoes chances of recapturing her daughter. In an unusual sequence of events, Yarryn An Telamar was sent back in time by a Chaos Demon named Harah, and died fighting in the original Drowbane Wars. DECEASED

    Baronette Darla Drowbane -
    A booksmart girl, and only daughter of the Baroness Zoe, she was kept within the castle for her entire life. Once she gained her freedom, she has proven to be both a wealth of information and yet a naieve girl unaware of the realitys of the world. Rapidly coming to terms with the fact that books may only teach knowledge, but life is based upon experience, Darla is caught in a day-to-day struggle for her own life. A talented musician, Darla can lighten the spirits of even the most disheartened.

    Hero Sharpe -
    A common street-thief and opportunist, Hero first saw the Baronette when he was fleeing her castle after stealing the silverware. Diving from the battlements into the rocky seas below, he also managed to steal Darlas heart. Once nothing more than a vagabond, Hero is proving to be a brave and devoted companion to Darla. Hero has proven to be the most versatile of the group.

    Brandon Steele -
    Once the Grey Seers Apprentice, Brandon has been forced to live without his guardian since she was slain by Devon. Unaware if he is the new Grey Seer or not, he has focused his learnings upon ice magic. Still a child, this boy has had to grow up very quickly.

    Daisy Meadows -
    Daisy was run over by a stampede of cattle and her life was almost at an end when a mysterious cleric suggested he could heal her. The healing worked, but since that day Daisy has not been quite 'right'. Now a sinister girl with a mixture of childlike innocence and morbid tendencies, she has shown amazing powers over the dead. When seen by high powered clergy, most have turned away from her in horror. It is unclear what they have seen about her which repulses them so.
    Recently, she has lost the flesh from one arm, and sprouted demonic blue wings.

    Ikaro -
    A cleric of Benthar, and one of Darlas newest companions, Ikaro was a witness to the murder of some Fountain City guards for which Aven Ashallows was blamed. Ikaro knows that the allegations about Aven and Darlas companions is untrue. Since that day, it has almost seemed as though Benthar himself has steered Ikaro's destiny toward Darla.
    Also in posession of a once lost relic of Benthar, named Benevolence, Ikaro follows the path set out for him by his god.

    Devon -
    A paladin of Tyr, and nephew of the convicted Aven Ashallows, Devon was initially employed by the Baroness to find her daughter and to kill (give justice to...) her companions. Once Devon met Darla, he soon became aware that all was not what it seemed. He vowed to continue the path that his uncle had once devoted himself to, and protects Darla without question.

    Professor Cogg -
    Professor Valance Electron Cogg 'was' a reknowned inventor, forced into teaching by a series of unfortunate events. But as Prof. Cogg was to discover, those unfortunate events did not stop once he became a tutor at the Golemworks. On the contrary! He was often left to run the Golemworks when Professor Henthar went on one of his many 'trips abroad' without warning, and in one of these periods the Golemworks was attacked and taken over by goblins under the instruction of Baroness Zoe. As the other tutors and students were all led to a ship in shackles, Prof Cogg (as the remaining senior staff member) was forced to stay and reprogram all the golems to follow the goblins command. How was Cogg supposed to know they would attack the King and Queen?
    Now the emergency is over and Professor Cogg is exiled from Gnomar for re-programming the Golems. On a mission to prove his loyalty to Gnomar, the gnomish disaster area is forced to accompany Darla and her companions. Maybe he will prove to be a luck charm, though whether that luck is good or bad.... that remains to be seen.

    Yarryn Foxx -
    Yarryns real name is not pronouncable by the human tongue, but for some reason this Kyoht female has had dreams of being an elven monk since she was but a little cub. These memories which emerge in her dreamstate have coaxed her into leaving her homeland, and compel her to find the child she believes she swore an oath to protect. She uses the name Yarryn Foxx as she believes Yarryn is her 'elven name' and Fox is what the humans refer to her as.
    An adept archer, she is more than a match for unwary enemies.

     

  4. Eastern Island - more a small continent than an island - is known for the cities of Barrydale, Roseberry, Sanctuary, Fisherman's Port and Fountain City- home of Baroness Zoe and her Castle.

    There is much more there than these cities including swamps, forests, cavern systems, and more.

    These areas have a rich history - (to be elaborated on yet)

  5. About the Mystic:

     

    And the newest class - the Mystic:

     

    Mystic

    The Mystic is an ordinary individual who finds a new untapped power within the depths of his mind. Where this power came from remains unknown to many; if the individual wishes it the power can develop into many shapes or forms. The power, referred to as Mystic Energy, can harm or heal, shape or destroy. The individuals wielding the power each choose their own path and development of their new powers.

     

    Mystics are not telepaths or fortune telling psychics. Their power however is power of the mind. As such the Mystic uses her intelligence or wisdom modifier as relevant spell ability, using the higher of the two. The relevant spell ability is used in the different Mystic Abilities to increase the power, damage class and/or duration.

    As the Mystic focuses her power by use of her mind, she cannot wear headgear such as helmets. Shielding her head disrupts the free flow of Mystic Power from her mind, making it impossible to use her Mystic Abilities. Mystic Abilities, like spells, cannot be used while polymorphed either.

     

    Once a Mystic exhausts her Mystic Energy she needs to go into a state of meditation to regain it. During this state she cannot act in any way and is especially vulnerable to enemy attacks. The Mystic gains 30 points of Mystic Energy at level one; she gains an additional 10 points for every following level in the Mystic Class.

     

    - Hit Die: d6

    - Proficiencies: -

    - Skill Points: 4 + Int Modifier

     

    REQUIREMENTS:

    Feats: Skill Focus Concentration, Skill Focus Spellcraft

    Skills: Lore 8 ranks

     

    ABILITIES:

    Level

    1: Mystic Stats, Meditation, Mysticism

    2: Mystic Ability 1x

    3: Mystic Ability 1x

    4: -

    5: Mystic Ability 1x

    6: Mystic Ability 1x

    7: -

    8: Mystic Ability 1x

    9: Mystic Ability 1x

    10: -

    11: Mystic Ability 1x

    12: Mystic Ability 1x

    13: -

    14: Mystic Ability 1x

    15: Mystic Ability 1x

    16: -

    17: Mystic Ability 1x

    18: Mystic Ability 1x

     

    RESTRICTIONS:

    - Cannot wear helmets.

    - Requires Mystic Energy to cast spells/use abilities.

     

     

     

     

     

    Base Abilities

     

    -- Mysticism --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 2

    Duration: 5 + 1 round per level

    Description: As the Mystic’s powers begin to surface she first start by using her powers to append upon her already known abilities. Mysticism is automatically given to a Mystic at level one and reflects upon their base class that they took at level one. The effects of it differ per base class.

     

    -- Mystic Stats --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

     

     

    Description: This feat displays how much Mystic Energy the character has and how much she can have in total. Using it will show this information in the Server Message Window.

    This feat is granted automatically to the Mystic at level 1.

     

    -- Meditation --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: -

    Duration: 60 seconds + 5 seconds per level

    Description: To regain her Mystic Energy a Mystic must go into a meditative state. During this state the Mystic is unable to act in any way. After the meditation has ended the Mystic will have all her Mystic Energy restored.

    The amount of Mystic Energy a Mystic has is dependant on her level in the Mystic Class.

     

    Damage Abilities

     

    -- Telekinesis --

    Required Feats: -

    Required Skills: Concentration 5 ranks

    Mystic Energy Cost: 3

    Duration: 5 rounds

    Description: The Mystic has the power to move objects by his will alone. This power can be used for all sorts of actions, from opening doors to picking up items from a distance. It can also be used on creatures to harm them by twisting an arm or tripping them, doing 1d6 blunt damage and 1 additional damage per three levels of the caster.

    There is also a chance that the targeted creature will suffer an injury, decreasing its dexterity by 1 point.

     

    -- Psychic Wave --

    Required Feats: Telekinesis

    Required Skills: Concentration 10 ranks

    Mystic Energy Cost: 5

    Duration: 2 + 1 round per three levels

    Description: The Mystic sends forth an invisible wave of psychic energy that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well.

    The psychic wave damages the targets both physical as well as magically. The physical damage is 1d10 blunt damage, with an additional 1d10 damage per three caster levels. The magical damage deals 1d8 damage to the creature.

     

    -- Psychic Blast --

    Required Feats: Psychic Wave

    Required Skills: Concentration 16 ranks

    Mystic Energy Cost: 7

    Duration: 3+ 1 round per two levels

    Description: The Mystic sends forth an invisible wave of psychic energy in all directions that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well.

    The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d12 damage to the creature.

     

    -- Burn of the Body --

    Required Feats: -

    Required Skills: Heal 12 Ranks

    Mystic Energy Cost: 8

    Duration: 2 rounds + 1 per 2 levels

    Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. This acid does 1d8 damage with one extra damage per three caster levels. It does this damage each round till the spell expires.

    Additionally, the spell can cause the targeted creature to become ill and suffer a -2 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured.

     

    -- Greater Burn of the Body --

    Required Feats: Burn of the Body

    Required Skills: Heal 18 Ranks

    Mystic Energy Cost: 10

    Duration: 2 rounds + 1 per 2 levels

    Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. Through advanced knowledge of anatomy of creatures this acid is exceptionally potent. This acid does 2d8 damage with one extra damage per two caster levels. It does this damage each round till the spell expires.

    Additionally, the spell can cause the targeted creature to become violently ill and suffer a -4 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured.

     

    -- Sound Waves --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 4

    Duration: -

    Description: By creating heavy vibrations in the air near the targeted creature the Mystic damages her target with sound waves. These sound waves do 1d10 damage and an additional point of damage for every 2 levels of the caster.

     

    -- Wave of Sound Waves --

    Required Feats: Sound Waves

    Required Skills: -

    Mystic Energy Cost: 6

    Duration: -

    Description: By creating heavy vibrations in the air the Mystic creates a wave of vibrations that damage all it touches with devastating sound waves. These sound waves do 2d12 damage and an additional point of damage for every 2 levels of the caster.

     

    -- Blast of Sound Waves --

    Required Feats: Wave of Sound Waves

    Required Skills: -

    Mystic Energy Cost: 8

    Duration: -

    Description: By creating heavy vibrations in the air the Mystic creates waves of vibrations that damage creatures all around the caster with devastating sound waves. These sound waves do 1d20 damage and an additional point of damage for every level of the caster.

     

    -- Excited Air --

    Required Feats: Sound Waves

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

    Description: By exciting air particles even further after a Sound Wave attack the Mystic can sometimes trigger a delayed explosion. This explosion deals 1d6 fire and blunt damage and deals an extra 1d6 fire and blunt damage for every 3 caster levels.

    The explosion has a chance to fire with some delay after a target has been hit with one of the following spells: Sound Waves, Wave of Sound Waves and Blast of Sound Waves. The chances of the explosion firing are respectively: 15%, 20% and 30%.

    Excited Air does not add to the Mystic Energy cost of the Sound Waves spells.

     

    -- Aura of Pain --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 7

    Duration: 1 turn + 1 turn per three levels.

    Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target.

    The further away enemies are from the caster, the weaker the effect will be on them.

     

    -- Aura of Pain II --

    Required Feats: Aura of Pain

    Required Skills: -

    Mystic Energy Cost: 9

    Duration: 3 turn + 1 turn per three levels.

    Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 2d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a greater range than its predecessor.

    The further away enemies are from the caster, the weaker the effect will be on them.

     

    -- Aura of Pain III --

    Required Feats: Aura of Pain II

    Required Skills: -

    Mystic Energy Cost: 11

    Duration: 5 turn + 1 turn per three levels.

    Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 3d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a much greater range than its predecessor.

    The further away enemies are from the caster, the weaker the effect will be on them.

     

    -- Gain of Pain --

    Required Feats: Aura of Pain II

    Required Skills: -

    Mystic Energy Cost: 2

    Duration: as the Aura of Pain spell that is cast

    Description: When using the Aura of Pain spells the Mystic is healed by the damage she does to her enemies. She gains one third of the damage she does to her enemies as hit points, up to her normal maximum number of Hit Points.

    This ability is activated automatically when using Aura of Pain I, II and III and adds an added cost of 2 Mystic Energy to the spells.

     

    Buffing Abilities

     

    -- Muscle Buff --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 8

    Duration: 1 turn per level

    Description: By temporarily increasing the growth rate of muscle tissue the Mystic can make someone much more powerful. This spell increases the target’s strength and constitution by 1d4 points and an extra point per 5 levels. It also raises the character’s fortitude saving throw by 5.

     

    -- Mystic Reflexes --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 8

    Duration: 1 turn per level

    Description: This spell allows the mystic to use her powers to develop a sixth sense for danger, making her much more likely to avoid incoming attacks. The target of the spell gains 1d4 points of dexterity and an extra point per 5 levels. She also gains a bonus of 5 on her reflex saving throws and gains a damage reduction of 3 points plus 1 extra point per level.

     

    -- Mystic Strike --

    Required Feats: Muscle Buff or Mystic Reflexes

    Required Skills: -

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: Through intense focus the mystic achieves a state in which she is more accurate with her weapons. Rather than slashing about wildly she uses her power to guide her weapon towards the enemy and hit more often. This ability gives the target a bonus to their Attack Bonus of 3 plus one per three levels of the caster.

     

    -- Mystic Strikes --

    Required Feats: Mystic Strike

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

    Description: By using her power to gain increased insight into combat the Mystic, when using the Mystic Strike power, is given an extra attack per round. This feat applies automatically when the user uses Mystic Strike.

    This feat does not increase the Mystic Energy cost of the Mystic Strike Power.

    Note: The extra attack is often not displayed properly on the character sheet.

     

    -- War Form --

    Required Feats: Muscle Buff or Mystic Reflexes

    Required Skills: -

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: The Mystic uses her power to change her own shape in that of a hulking creature with powerful claws and strong hooves. In this powerful form the Mystic is a force to be reckoned with, even though the Mystic cannot use her powers while in this form.

     

    -- Greater War Form --

    Required Feats: Muscle Buff and Mystic Reflexes or Mystic Strike

    Required Skills: -

    Mystic Energy Cost: 2

    Duration: 1 turn per level

    Description: The Mystic’s war form gains a powerful great sword and becomes even more powerful. This ability is used automatically when using the War Form ability. An extra 2 Mystic Energy is used up when transforming into the War Form.

     

    -- Sharp Edges --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 7

    Duration: 1 turn per level

    Description: By changing the very form of a weapon the Mystic can use her powers to sharpen the edges of the weapon; or in case the weapon possesses no sharp edges create them. Doing this to a weapon adds slashing damage to the weapon of 1d6 points.

    The damage increases with a higher relevant spell ability modifier.

     

    -- Vibrating Edge --

    Required Feats: Sharp Edges, Sound Waves

    Required Skills: -

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: The Mystic uses her knowledge of sound vibrations to make the air around a weapon vibrate, allowing it to do extra damage to those she hits. The weapon does an added 1d6 points of sonic damage to those that are struck with it.

    The damage increases with a higher relevant spell ability modifier.

     

    -- Mystic Blade --

    Required Feats: Sharp Edges

    Required Skills: -

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: By channeling her Mystic Energy directly into a weapon a Mystic can do added damage with it. The Mystic Energy deal an added 2 points of magical damage when striking a target.

    The damage increases with a higher relevant spell ability modifier.

     

    Defensive Abilities

     

    -- Mind Trick --

    Required Feats: -

    Required Skills: Hide & Move Silently 8 ranks

    Mystic Energy Cost: 4

    Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks

    Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected.

     

    -- Advanced Mind Trick --

    Required Feats: Mind Trick

    Required Skills: Hide & Move Silently 14 ranks

    Mystic Energy Cost: 7

    Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks

    Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected.

    Advanced Mind Trick allows the Mystic to make enemies see her image elsewhere, giving her a 50% concealment bonus. It is also harder to resist than the normal Mind Trick and it can be used on others beside the Mystic herself. However, when used on others the duration will depend on their natural sneak skills.

     

    -- Mind’s Aura --

    Required Feats: Advanced Mind Trick

    Required Skills: Hide & Move Silently 20 ranks

    Mystic Energy Cost: 11

    Duration: 3 Turns + 1 turn per 3 levels for caster, 2 Turns + 1 turn per 3 hide and move silently skill ranks for nearby allies

    Description: The Mystic uses her powers to erase her very image from the mind of those who see her, making her completely undetectable by her enemies. The Mystic’s energy extends to those around her, making them disappear from the minds of the enemies as well. The ability is weaker for those near her however; those of strong will may still manage to see them.

    The further away an ally is from the caster, the weaker the effect will be on them.

     

    -- Guarding Force --

    Required Feats: -

    Required Skills: Spellcraft 8 ranks

    Mystic Energy Cost: 8

    Duration: 1 turn + 1 turn per three levels

    Description: The Mystic projects a field of Mystical Energy around himself to protect himself from harm. The field gives the user a bonus to his Armor Class of 4 and also gives the user one point of damage resistance against physical damage for every two levels of the caster.

    The Guarding Force field is highly versatile as is made out of pure Mystic Energy. This versatility makes it possible to add different effects to the field by choosing extra feats.

     

    -- Foresight --

    Required Feats: Guarding Force

    Required Skills: Spellcraft 10 ranks

    Mystic Energy Cost: 2

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field around the caster lets the caster see incoming attacks a few instances before they hit, granting her the chance to avoid them. This Foresight gives the caster immunity to sneak attacks and also grants her a damage reduction of 30/+5 for the first 100 points of damage. An extra five points are added to this for every level of the caster.

    This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

     

    -- Mind Ache --

    Required Feats: Guarding Force

    Required Skills: Spellcraft 10 ranks

    Mystic Energy Cost: 2

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field around the caster projects painful thoughts into the mind of any who tries to hit the caster. This Mind Ache causes the attacker to take 1d6 magical damage and an extra point of damage per three levels of the caster.

    This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

     

    -- Deflecting Force --

    Required Feats: Guarding Force

    Required Skills: Spellcraft 12 ranks

    Mystic Energy Cost: 2

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field around the caster becomes strengthened so that it can deflect incoming missiles their trajectory. Any incoming projectile has a 30% chance of missing the caster; an extra percent is added for each level of the caster.

    This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

     

    -- Mental Guard --

    Required Feats: Guarding Force

    Required Skills: -

    Mystic Energy Cost: 1

    Duration: 1 turn + 1 turn per three levels

    Description: When using the Guarding Force ability the Mystic also strengthens her own mental barriers to fend off potential mind magics aimed at harming the caster. The Mystic gains a bonus of 10 against all Will Saving Throws.

    This feat increases the cost of the Guarding Force spell by 1 points of Mystical Energy.

     

    -- Spell Shield --

    Required Feats: Guarding Force

    Required Skills: Spellcraft 14 ranks

    Mystic Energy Cost: 2

    Duration: 1 turn + 1 turn per three levels

    Description: The Mystic’s Guarding Force field is empowered to withstand spells and magic aimed at harming the caster. The Mystic gains a spell resistance equal to 12 points plus 1 point per level of the caster.

    This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

     

    -- Energy Absorption --

    Required Feats: Guarding Force

    Required Skills: -

    Mystic Energy Cost: 1

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen type of energy; Acid, Cold, Electrical, Fire or Sonic. This ability gives 1 point of resistance against the chosen type of energy per level of the caster. The feat may be taken multiple times for different energy types.

    This feat increases the cost of the Guarding Force spell by 1 points of Mystical Energy.

     

    -- Spell Absorption --

    Required Feats: Guarding Force

    Required Skills: Spellcraft 22 ranks

    Mystic Energy Cost: 5

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen Spell School, absorbing all spells of the chosen spell school for the duration of the spell. The feat may be taken multiple times for different spell schools.

    This feat increases the cost of the Guarding Force spell by 5 points of Mystical Energy.

     

    Curative Abilities

     

    -- Natural Healing --

    Required Feats: -

    Required Skills: Heal 5 ranks

    Mystic Energy Cost: 4

    Duration: 10 seconds

    Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster.

     

    -- Natural Healing II--

    Required Feats: Natural Healing

    Required Skills: Heal 10 ranks

    Mystic Energy Cost: 6

    Duration: 20 seconds

    Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster.

     

    -- Natural Healing III --

    Required Feats: Natural Healing II

    Required Skills: Heal 15 ranks

    Mystic Energy Cost: 8

    Duration: 20 seconds

    Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 10 hit points per second, with an extra point for every 4 levels of the caster.

     

    -- Natural Healing IV--

    Required Feats: Natural Healing III

    Required Skills: Heal 20 ranks

    Mystic Energy Cost: 10

    Duration: 30 seconds

    Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 15 hit points per second, with an extra point for every 4 levels of the caster.

     

    -- Cleansing --

    Required Feats: -

    Required Skills: Heal 10 ranks

    Mystic Energy Cost: 5

    Duration: 60 seconds

    Description: By using her powers the Mystic can expel negative effects from the body of a targeted creature. This process occurs stepwise, first removing negative statuses such as confusion and paralysis. After 30 seconds effects such as Armor Class and Saving Throw lowering effects are removed. After another 30 seconds negative levels, ability decrease effects and curses are removed.

     

    Status Abilities

     

    -- Mind Break --

    Required Feats: -

    Required Skills: Concentration 9 ranks

    Mystic Energy Cost: 4

    Duration: 1 turn per level

    Description: Mental defenses are often troublesome for a Mystic, as many of her attacks are aimed at deceiving the mind in some way. By using Mind Break the Mystic can lower her enemy’s defenses against her mental attacks. This spell reduces the target’s will save by 10 points for the duration of the spell.

     

    -- Vision of Fear --

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 5

    Duration: 5 rounds + 1 round per level

    Description: The Mystic uses her powers to give the targeted creature a vision of one of their worst fears. The Mystic does not know the content of the vision, as it is made by the mind of the creature itself.

    The effect of this vision is that the creature becomes frightened. Secondly, it is possible for the creature to become paralyzed with fear for the duration of the spell.

     

    -- Vision of Infinite Horrors --

    Required Feats: Vision of Fear

    Required Skills: Lore 18 ranks

    Mystic Energy Cost: 8

    Duration: 3 Turns

    Description: The Vision of Infinite Horrors is a spell in which the Mystic projects innumerous horrific images into the mind of the targeted creature. These images cause the target immense pain, doing 1d6 damage per two levels of the caster. It also cause the target to run away in fear and suffer a penalty of 10 to its Armor Class and to its Attack rolls.

     

    -- Confusion --

    Required Feats: -

    Required Skills: Lore 7 ranks

    Mystic Energy Cost: 4

    Duration: 5 + 1 round per level

    Description: Power over the perception of others can be a powerful tool. The confusion ability demonstrates that by allowing the Mystic to make her enemies unable to separate friend from foe. The enemy targeted by this spell will mindlessly attack all creatures he sees, regardless of its possible allegiance to them.

     

    -- Mass Confusion --

    Required Feats: Confusion

    Required Skills: Lore 12 ranks

    Mystic Energy Cost: 8

    Duration: 3 Turns + 1 round per level

    Description: The Mystic changes the perception of all the creatures near her. This change of perception makes it impossible for them to distinguish their friends from their foes, leading to chaos on the battlefield.

     

    -- Blinding Flash --

    Required Feats: -

    Required Skills: Lore 10 ranks

    Mystic Energy Cost: 7

    Duration: 3 Turns + 1 round per level

    Description: The Mystic releases a bright flash by using her powers. This flash blinds all creatures near the caster causing them to have trouble hitting things and also making it harder for them to dodge incoming attacks.

     

    -- Prison of Stone --

    Required Feats: -

    Required Skills: Spellcraft 11 ranks

    Mystic Energy Cost: 7

    Duration: 5 rounds + 1 per level

    Description: The very elements shape to the Mystic’s will with enough training. By using her powers the Mystic moves the earth itself to surround the target, encasing it in a stone prison. This prison will immobilize the target completely for the duration of the spell; making it impossible for the target to act in any way.

     

    -- Aura of Stones --

    Required Feats: Prison of Stone

    Required Skills: Spellcraft 17 ranks

    Mystic Energy Cost: 11

    Duration: 1 turn per level, 1 round per 3 levels

    Description: The Mystic forms an aura around herself. Any enemy creature entering this aura will be swallowed by the earth and held in place like with the Prison of Stone spell.

    The further away an enemy is from the caster, the weaker the effect will be on them.

     

    -- Domination --

    Required Feats: -

    Required Skills: Lore 20 ranks and Concentration 20 ranks

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: The Mystic uses her power over perception to make the target creature perceive her as its friend. She in turn makes the creature view all her enemies as its enemies; making the creature a loyal henchman, for the duration of the spell anyway.

     

    Other Abilities

     

    -- The Sleeper’s Fury --

    Required Feats: -

    Required Skills: Concentration 13 ranks

    Mystic Energy Cost: -

    Duration: 60 seconds + 5 seconds per level

    Description: While meditating the Mystic sends out a protective field around herself that damages any enemy that comes too close. This power is automatically activated when the character meditates. It does 1d6 damage and an additional point of damage for every three levels.

     

    -- The Sleeper’s Health --

    Required Feats: Natural Healing I

    Required Skills: Concentration 12 ranks, Heal 12 ranks

    Mystic Energy Cost: -

    Duration: 60 seconds + 5 seconds per level

    Description: By using her knowledge of the body’s regenerative capabilities the Mystic has learned to heal herself during her meditation. The Mystic regenerates 5 hit points every round while she is in her meditative trance.

    This ability is activated automatically when using the Meditation Ability.

     

    -- The Eternal Sleeper --

    Required Feats: -

    Required Skills: Concentration 19 ranks

    Mystic Energy Cost: -

    Duration: 60 turns

    Description: After awaking from their meditative state the Mystic continues to regain 3 points of Mystic Energy every turn for the duration of the spell after the meditation has expired. This will not raise the Mystic Energy above the maximum amount the character has.

     

    -- Mystical Knowledge --

    Required Feats: -

    Required Skills: Lore 7 ranks

    Mystic Energy Cost: -

    Duration: -

    Description: The Mystic has learned more of the basis behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has.

     

    -- Mystical Secrets --

    Required Feats: Mystical Knowledge

    Required Skills: Lore 12 ranks

    Mystic Energy Cost: -

    Duration: -

    Description: The Mystic has learned about the secrets behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge feat.

     

    -- The Seer’s Gift --

    Required Feats: Mystical Secrets

    Required Skills: Lore 20 ranks

    Mystic Energy Cost: -

    Duration: -

    Description: The Mystic feels exceptionally close to the original source of her power; giving her two extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge and Mystical Secrets feats.

     

    -- Body over Mind--

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

    Description: For some Mystics intellect and wisdom are not their strong points. Some of these Mystics learn to circumvent their somewhat limited mental capacities by focusing upon their bodies and stamina more. By taking this feat the Mystic will use her Constitution Modifier, when higher than her intelligence or wisdom modifier, as the relevant ability for her spells. The relevant spell ability is used for extra bonuses which vary between spells. In general terms, a higher relevant spell ability will lead to a higher save DC and a longer duration of spells.

    _________________

    Greatest of all is he called Cthulhu. Only in Ancient, blasphemous manuscripts can that name be found...and those who decipher it are left pale and numb ---

  6. Time to update the to the new version:

    Julius - Today at 5:28 AM

    This week’s Neverwinter Nights: Enhanced Edition patch is here!

    http://blog.beamdog.com/2018/01/nwnee-head-start-patch-notes-v748155.html

    Tune in today on Twitch at 10:00AM PST/11:00AM MST for the Beamdog Livestream!

    NWN:EE Head Start Patch Notes v74.8155

    This week’s Neverwinter Nights: Enhanced Edition patch focuses on more bug fixes as we work towards some of the larger features mentioned...

    NWN:EE Head Start Patch Notes v74.8155

    This week’s Neverwinter Nights: Enhanced Edition patch focuses on more bug fixes as we work towards some of the larger features mentioned...

  7. Advice on updating to any new version of NWN EE that comes out - IF you want to continue logging into and playing on Realms of Annakolia - WAIT - we are now running linux and docker - we have to wait for the docker release to have NWNX for the new latest release and that will require a lag period between the update release and us getting it all up and running.

     

    26804982_1777510095655351_3599819797705649092_n.jpg?oh=9a321b42e8276930b99fb77dd4861c32&oe=5AEFC0D2

  8. Since some of the scripting calls we use to have with a custom NWNX plugin went away with the evolution of NWNX and our plugin no longer working - a NEW plugin was made for us. Without getting too technical, we need those scripting calls and are in the process of installing linux on the machine. The server is currently being hosted by Malishara while our hardware is in the shop getting a new 1TB hard drive to replace the 10 year old 86 gb hard drive raid 1 system we were running. The new 7200 rpm drive is an improvement in speed and size and the new linux os is claiming a significant increase in speed.

     

    26757762_1777383155668045_2434104892483392415_o.jpg?oh=59c738b10de61b40567a6398d96d5d4c&oe=5ADBBA9F

  9. Hello all - I will be updating the server in a few minutes

    http://blog.beamdog.com/2018/01/nwnee-head-start-patch-notes-v748154.html

    NWN:EE Head Start Patch Notes v74.8154

    Attention Head Start players! Neverwinter Nights: Enhanced Edition patch 8154 is ready to download in the Beamdog Client! T oday’s patch ...

    NWN:EE Head Start Patch Notes v74.8154

    Attention Head Start players! Neverwinter Nights: Enhanced Edition patch 8154 is ready to download in the Beamdog Client! T oday’s patch ...

  10. Concerning the latest Beamdog NWNEE update:

     

    I could not see the Annakolia server on GameSpy - checked, it was running and on the correct port but the listing was gone - so i rebooted it and is there once again. I have no idea how or why it lost the GameSoy listing

    We need to keep an eye on server availability on GameSpy - and try and determine if the issue is NWNEE/GameSpy or my AT&AT BB connection.

    we are now using a utility that will detect if the server is working or not and then reboot the NWN server.

     

    http://www.jimbobslimbob.com/filescat.asp?cat1=Programs&cat2=Utilities

     

    We had something like that with NWNX but we can no longer use that - it has gone dark side for the last 5 years being ONLY in Linux.

     

    These is an option for the Game Server Manager to check the internet for the server instead of machine side monitoring - this might need doing for now while this issue is present if it happens again - could just be a fluke. (or dark side and Fluke Skywalker - do I have Starwars on the mind?)

  11. CRITICAL UPDATE INFORMATION:

     

     

    Malishara - Today at 6:34 PM

    now we can't get in at all

    http://www.beamdog.com/files/prerequisites/oalinst.exe

     

    the Beamdog client should take care of that automatically during update

    Switched from NWN Head Start to NWN then I was prompted to install OpenAL. I installed it, switched back to NWN Head Start and I am in.

    there's the issue

    they overlooked Head Start

    that is not working for me tho. manual install time :/

    manually installing OpenAL from that link works

     

    Please take a look at this:

     

    http://www.annakolia.org/forums/index.php?/topic/517-server-up/

  12. Beamdog NEN EE - you MUST start the game once and log into it - you can then leave (make sure you start from the Beamdog client that first time or you will not get your multiplayer key)

     

    Now - once you have been into a module (single player will do) and are now out - if you open your documents folder you will see a newly made Neverwinter Nights folder. Open that Neverwinter Nights folder and you will find the locations for the haks, the tlk, music, and portraits.

     

    Do NOT put a folder full of haks (or whatever the material is) INTO THE hak folder - all files must be in the hak foler, not in a folder named hak or whatever under the hak folder. The same goes for the tlk, portraits and music folders - no sub folders.

     

    1) Do not put a folder into the hak folder - remove the haks and place them in the Hak folder.

    2) Tlk files all must be removed from where ever they are and place in the tlk folder.

    3) music must be removed from any folder and placed in the music folder (BMU files - not haks).

    4) Place portraits in the portraits folder - not haks - these are picture files.

     

    Haks needed for Realms of Annakolia:

    Get Both Annakolia and CEP 2.4 haks here

     

    http://annakolia.org/

     

    Malishara - Yesterday at 3:24 PM

    1) Ensure that your account is properly provisioned for one of the two versions of the game

    2) While logged in to the website, go to the game head-start pages available under the 'Games' drop-down at the top of the website:

    Standard Edition - https://www.beamdog.com/products/neverwinter-nights-head-start-english

    Beamdog - Developer and Publisher of Enhanced Edition Games

    Beamdog

    Developer and Publisher of Enhanced Edition Games

     

    Unless Beamdog has fixed the install you will need to download and install this too: https://www.openal.org/downloads/oalinst.zip

    otherwise, you will get an error

     

    download and install: https://www.openal.org/downloads/oalinst.zip

     

    annakol_2da_24

    cep2_custom

    annakol_class

    cep2top-v24

    annakol_spells

    annakol_169

    annakol_168

    annakol_areas

    cep2_add_phenos5

    cep2_add_phenos4

    cep2_add_phenos3

    cep2_add_phenos2

    cep2_add_phenos1

    cep2_add_sb_v1

    cep2_add_tiles1

    cep2_add_tiles2

    cep2_build

    cep2_core7

    cep2_core6

    cep2_core5

    cep2_core4

    cep2_core3

    cep2_core2

    cep2_core1

    cep2_core0

    annakol_doors

    cep2_add_doors

    annakol_forest

    annakol_swamp

    annakoliahills

    annakol_desert

    annakol_int

    annakol_skybox

    cep2_crp

    cep2_crp_s

     

    Tlk needed (in tlk folder) for Annakolia:

     

    cep22_anna6

  13. I have the beta NWN EE and am hosting the server 24/7 at this time. Malishara and I are planning some additions of MMO style quests and seasonal quest series. We are designing some faction reputation systems with quests using a coin based monetary system for the faction reward stores.

     

    Standard gold will still be used for the existing stores but the special things that will be most desirable, these will ONLY be available from the faction stores and those coins only earned in small quantities through quests.

     

    with more than 2000 areas to explore, we wish to encourage exploration - many quests will be to find something in areas that will require some travel and effort to obtain, as well as exploring areas - not just running through them.

     

    I hope to make activities players find interesting and worth their time when DMed games are not being played.

     

    Hope to see you all in game soon.

  14. HOWDY!!!! Malishara woke me up with some possible %^&^%#$ scammin my msn account and using a similar name but i assure u all it wasnt me. guinness has two n's i assume the bot or whatever got it off of her profile page.i will NOT divulge my msn account name so anyone who contacts u with anything similar to lord guinness is not me ok? anyway i am back at the park1 that means i will(eventually) have time to play soon! sunday nights(when i am writing this), i can kinda stay up a little late-just so u know, mykkal :). i wouldnt be averse to starting up a new horselords!...keep in touch and i'll try and be around meself , god bless, LG.

     

     

    If you find time to look in I will be on Annakolia weekdays:

     

    Times: look for me between 2PM (Eastern) and 6PM - times fluctuates for his classes so may not be on that late every day but should be fairly consistent.

     

    Stuck at Eastern University MI for a few hours every weekday so using that time to be on the server, mostly.

  15. The long wait to get brownies mounted and riding is coming to an end. I have put this project out to the community as a MUST HAVE for the next CEP update and The Amethyst Dragon has taken it on and done it. Here is a picture to wet your appetite.

    (Click to enlarge the picture)

     

    cccad_11.jpg

     

    This simple hak, which requires CEP2.4, adds several changes for the CEP dynamic brownie appearance:

    - it adds the riding phenotype for normal and large bodied brownie appearances

    - it enables brownie robe support while riding

    - it adds brownie scaled CEP robes (so brownies get basically the full choice of CEP robes)

    - it changes brownie wing/tail scale so that horse "tails" appear correctly

    - - default value is 0.6, this is changed to 0.45

    - it slightly changes the weapon scaling so that brownie weapons are proportional to their

    scaling from human size

    - - default value is 0.5, this is changed to 0.45

  16. Electrical service restored at 3 AM but i did not drive home to verify the report until now - 6:25 AM. I have started up the server and Annakolia should be playable in the next couple of minutes.

     

    Sorry for the down time - power was out all over the city and many areas in both Ohio and Michigan.

  17. Server has been down since Thursday - power outage from freak winds in thunder storm - have been told we should have power be Monday if not before. I will get the server up as soon as i can - we are staying in a hotel 25 miles away due to heat 100 to 117 degrees - air at home is out too.

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