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Messages - Kwabbernoot

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Spells, Feats, and Skills / Request: Survival (Skill)
« on: January 01, 2011, 08:28:40 PM »
Just some ideas how it could work in nwn

For info on the feat Track and the Survival (Wis) skill
http://www.d20srd.org/srd/skills/survival.htm
http://www.d20srd.org/srd/feats.htm#track

PRC base classes which should have the Survival skill: Shaman, Ranger, Ultimate Ranger, Druid, Scout, Barbarian. Maybe I forgot a few.
PRC prestige classes which should have the Survival skill: Harper Scout, Shifter. Maybe I forgot a few.


Tracking
Function #1: to find tracks of enemies, done against a survival skill check, see below for calculation
Check for enemies (NPC's) nearby. Maximum area which is checked is
- just a bit more then the distance that is needed to able to let the PC rest.
- further then an enemy's line of sight
This will allow the PC to check for a safe place to rest. The output could be text, but only visible for the PC.
In case there are no enemies: "Nature in this area hasn't been disturbed for a while. This could be a safe spot to make a camp."
In case there are enemies: "There is a group of creatures nearby to the <direction: N, E, S, W, NE, SE, SW, NW>. The group consists roughly of <number> <species>, <number> <species> and <number> <species>." This doesn't need to be correct accurate, just a rough estimation is okay. Oh, maybe the enemies that can be detected shouldn't have the spell Pass without Trace active, see below for description.

Function #2: detect if an NPC or PC(other) has passed an area, done against a survival skill check, see below for calculation (no idea if this is technically possible)
Every NPC or PC(other) that has passed an area leaves tracks which can be found. A message appears saying something like "A creature travelled through here towards <direction: N, E, S, W, NE, SE, SW, NW>" which guides you to the area transition through which the PC or NPC has left the area. The tracks stay fresh for a certain period in the area, for example 1 day and then disappear.

Function #3: follow tracks, done against a survival skill check, see below for calculation (no idea if this is technically possible)
A PC can select an NPC or PC(other). By selecting it the PC remembers the 'name' of the NPC or PC(other). If the PC then checks an area where the NPC or PC(other) has passed a message appears saying something like "<name> travelled through here towards <direction: N, E, S, W, NE, SE, SW, NW>" which guides you to the area transition through which the PC or NPC has left the area. The tracks stay fresh for a certain period in the area, for example 1 day and then disappear. Remembering the 'name' could work by succeeding a spot skill check against an opposing bluff skill, to find out particular details of the one to be tracked.

Function 3 looks on first sight like a variation of function 2.

Survival (Wis) skill used for Tracking
PRC base classes which have the Survival skill: Shaman, Ranger, Ultimate Ranger, Druid, Scout, Barbarian
To set the base DC of the Survival skill (tracking) the surface must be known
Surface: very soft ground (DC 5), soft ground (DC 10), firm ground (DC 15), hard ground (DC 20).
Maybe this can be set as a variable on entering the area. This is something a builder needs to set up for an area. If not setup, the variable is not defined and a random value between 1 and 20 could be selected.
   
The DC of the Survival skill (tracking) can be modified by the following parameters
Weather: snow (DC +10), rain (DC +5 or maybe the duration of rain can also be taken into account, initially +1 then each hour +1)
Visibility: night (DC +3), fog (DC +3)
Creature size: tiny (DC +2), small (DC +1), medium (DC +0), large (DC -1), huge (DC -2) (fine, diminutive, gargantuan and colossal don't exist in nwn I suppose)
Favored Enemy - The DC is lowered by 1 for every 5 levels you have in the Ranger, Ultimate Ranger Class, provided the quarry is a Favored Enemy

Penalty
If the PC is moving at normal speed he gets a -5 penalty on his survival skill (tracking). Maybe the PC must be in detect mode for a certain amount of time, like for example 1 minute realtime
If the PC is moving quicker (effect hasted or expeditious retreat) he gets a -20 penalty on his survival skill (tracking). Maybe this is overkill.

Synergy
If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.

Special
If the PC is not a ranger or doesn't have the Track feat and the Survival DC is higher then 10, the check automatically fails.


Modified feats
Trackless Step (Ex)
A character leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Modification: the PC can choose to leave a trail

Additional feats
Swift Tracker (Ex):
Prerequisite: Track feat or Ranger class
You can track at normal speed while following tracks without taking the normal -5 penalty.
He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. Only useful if the functionality with -20 penalty is implemented

Self-Sufficient [General]
You get a +2 bonus on all Heal checks and Survival checks.

Additional spell
Pass without Trace
Transmutation
Level:   Asn, Drd 1, Rgr 1
Components:    V, S, DF
Casting time:    1 standard action
Range:    Touch
Targets:    One creature/level touched
Duration:    1 hour/level (D)
Saving Throw:   Will negates (harmless)
Spell Resistance:    Yes (harmless)

The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

2
Spells, Feats, and Skills / Request: Survival (Skill)
« on: December 31, 2010, 05:10:39 AM »
Quote from: xwarren

Quote from: Kwabbernoot

Can the survival skill be added, please?

Suppose it is a class skill for Ranger, Druid, Barbarian and Ultimate Ranger.


How would this skill function in NWN?


Well, for me it would be more roleplay flavor. And maybe some scripts which can make use of it: find certain areas for example.

In nwn2 it is used, in combination with the feat track to see enemies on the minimap.
Don't know if something similar is possible in nwn1.

I found some reading material how the survival skill and the feat track, work in nwn2.
http://nwn2.wikia.com/wiki/Survival
http://nwn2.wikia.com/wiki/Track

3
Spells, Feats, and Skills / Request: Survival (Skill)
« on: December 30, 2010, 02:34:43 PM »
Can the survival skill be added, please?

Suppose it is a class skill for Ranger, Druid, Barbarian and Ultimate Ranger.

4
Help / How to learn epic spells...
« on: April 14, 2010, 03:52:02 PM »
If I understand correctly: a lvl 10 bard, lvl 4 fighter, lvl 10 sublime chord with the feat Practiced Spellcaster (Bard) can have epic spells?

And what if instead of lvl 4 fighter the build has another spellcasting class. For example a sorceror? Is the caster level then determined by the highest class: bard + feat practiced spellcaster bard + sublime chord?

5
Spells, Feats, and Skills / Feat: Relic Hunter
« on: March 28, 2010, 04:21:31 AM »
Server: Moonsea
Admin: Dsabrae

PrC version: 3.3h_rc1
CEP version: none

Feat: Relic Hunter
Class: Bard (2)

Problem:
It seems that the feat doesn't augment the skills appraise and lore with 5.

6
Spells, Feats, and Skills / Feat: Summon Hellcat
« on: June 18, 2009, 04:02:24 PM »
Server: Moonsea
Admin: Dsabrae

PrC version: 3.3f2
CEP version: 2.2c

Feat: Summon Hellcat
Class: Sorcerer (10) / Disciple of Asmodeus (4)

Problem:
It seems Summon Hellcat is not cast at effective caster level. Character is 10/4 Sorcerer/Disciple of Asmodeus. The summoned Hellcat has a level of 8, this should be 12, correct me if I'm wrong. This is based on the information from the book of Vile Darkness, the feature Summon Hellcat, Spells and the table which describes Class Level & Spells Per Day/Spells Known.

Summon Hellcat (Sp): A 4th-level disciple of Asmodeus can summon 1 hellcat once per day. This functions as a summon monster spell cast by a spellcaster of his effective caster level. A 9th-level disciple of Asmodeus gains the ability to summon 1d4 hellcats once per day.

Spells: When a disciple of Asmodeus attains 1st level, and at every other level after that, the character gains news spells per day as if he had also gained a level in whatever spellcasing class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the new level of disciple of Asmodeus to the level of whatever other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. For example, if Ulthanc, an 8th-level wizard, gains a level in disciple of Asmodeus, he gains new spells as if he had risen to 9th level in wizard, but uses the other disciple of Asmodeus aspects of level progression such as base attack bonus and save bonus. If he next gains a level of wizard, making him a 9th-level wizard/1st-level disciple of Asmodeus, he gains spells as if he had risen to 10th level as a wizard.

Class Level & Spells Per Day/Spells Known
1st +1 level of existing class
2nd —
3rd +1 level of existing class
4th —
5th +1 level of existing class
6th —
7th +1 level of existing class
8th —
9th +1 level of existing class
10th +1 level of existing class

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