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Topics - Stratovarius

Pages: 1 [2] 3 4 5
16
Other Features / List of Armour Special Abilities
« on: June 09, 2009, 09:49:36 AM »
The descriptions below are dumps from the tlk, and are approximations from the contents of the SRD. Comments, suggestions, corrections, etc. welcome.

Acid Resistance

Description:

Damage Resistance: Acid Resist 10 / -

Prerequisites:

Caster Level: 3
Spell(s): Endure Elements

Cost:

+18000gp


Acid Resistance, Improved

Description:

Damage Resistance: Acid Resist 20 / -

Prerequisites:

Caster Level: 7
Spell(s): Endure Elements

Cost:

+42000gp


Acid Resistance, Greater

Description:

Damage Resistance: Acid Resist 30 / -

Prerequisites:

Caster Level: 11
Spell(s): Endure Elements

Cost:

+66000gp


Acid Warding

Description:

Damage Resistance: Acid Resist 50 / -

Prerequisites:

Caster Level: 21
Spell(s): Protection from Elements
Epic

Cost:

+6 Enhancement


Arrow Deflection

Description:

Bonus Feat: Deflect Arrows

Prerequisites:

Caster Level: 5
Spell(s): Shield

Cost:

+2 Enhancement


Cold Resistance

Description:

Damage Resistance: Cold Resist 10 / -

Prerequisites:

Caster Level: 3
Spell(s): Endure Elements

Cost:

+18000gp


Cold Resistance, Improved

Description:

Damage Resistance: Cold Resist 20 / -

Prerequisites:

Caster Level: 7
Spell(s): Endure Elements

Cost:

+42000gp


Cold Resistance, Greater

Description:

Damage Resistance: Cold Resist 30 / -

Prerequisites:

Caster Level: 11
Spell(s): Endure Elements

Cost:

+66000gp


Cold Warding

Description:

Damage Resistance: Cold Resist 50 / -

Prerequisites:

Caster Level: 21
Spell(s): Protection from Elements
Epic

Cost:

+6 Enhancement


Electricity Resistance

Description:

Damage Resistance: Electrical Resist 10 / -

Prerequisites:

Caster Level: 3
Spell(s): Endure Elements

Cost:

+18000gp


Electricity Resistance, Improved

Description:

Damage Resistance: Electrical Resist 20 / -

Prerequisites:

Caster Level: 7
Spell(s): Endure Elements

Cost:

+42000gp


Electricity Resistance, Greater

Description:

Damage Resistance: Electrical Resist 30 / -

Prerequisites:

Caster Level: 11
Spell(s): Endure Elements

Cost:

+66000gp


Lightning Warding

Description:

Damage Resistance: Electrical Resist 50 / -

Prerequisites:

Caster Level: 21
Spell(s): Protection from Elements
Epic

Cost:

+6 Enhancement


Etherealness

Description:

Use: Greater Sanctuary (18) 1 Use/Day

Prerequisites:

Caster Level: 13
Spell(s): Greater Sanctuary

Cost:

+49000gp


Fire Resistance

Description:

Damage Resistance: Fire Resist 10 / -

Prerequisites:

Caster Level: 3
Spell(s): Endure Elements

Cost:

+18000gp


Fire Resistance, Improved

Description:

Damage Resistance: Fire Resist 20 / -

Prerequisites:

Caster Level: 7
Spell(s): Endure Elements

Cost:

+42000gp


Fire Resistance, Greater

Description:

Damage Resistance: Fire Resist 30 / -

Prerequisites:

Caster Level: 11
Spell(s): Endure Elements

Cost:

+66000gp


Fire Warding

Description:

Damage Resistance: Fire Resist 50 / -

Prerequisites:

Caster Level: 21
Spell(s): Protection from Elements
Epic

Cost:

+6 Enhancement


Invulnerability 5 / +1

Description:

Damage Reduction: +1 Soak 5 Damage

Prerequisites:

Caster Level: 18
Spell(s): Stoneskin

Cost:

+3 Enhancement


Great Invulnerability 10 / +1

Description:

Damage Reduction: +1 Soak 10 Damage

Prerequisites:

Caster Level: 19
Spell(s): Stoneskin
Epic

Cost:

+4 Enhancement


Great Invulnerability 15 / +1

Description:

Damage Reduction: +1 Soak 15 Damage

Prerequisites:

Caster Level: 20
Spell(s): Stoneskin
Epic

Cost:

+5 Enhancement


Great Invulnerability 5 / +6

Description:

Damage Reduction: +6 Soak 5 Damage

Prerequisites:

Caster Level: 21
Spell(s): Stoneskin
Epic

Cost:

+6 Enhancement


Great Invulnerability 10 / +6

Description:

Damage Reduction: +6 Soak 10 Damage

Prerequisites:

Caster Level: 22
Spell(s): Stoneskin
Epic

Cost:

+7 Enhancement


Reflecting

Description:

Use: Spell Turning (13) 1 Use/Day

Prerequisites:

Caster Level: 14
Spell(s): Spell Turning

Cost:

+5 Enhancement


Great Reflection

Description:

Use: Spell Turning (13) Unlimited Uses/Day

Prerequisites:

Caster Level: 25
Spell(s): Spell Turning
Epic

Cost:

+10 Enhancement


Shadow

Description:

Skill Bonus: Hide +5

Prerequisites:

Caster Level: 5
Spell(s): Invisibility

Cost:

+3750gp


Shadow, Improved

Description:

Skill Bonus: Hide +10

Prerequisites:

Caster Level: 10
Spell(s): Invisibility

Cost:

+15000gp


Shadow, Greater

Description:

Skill Bonus: Hide +15

Prerequisites:

Caster Level: 15
Spell(s): Invisibility

Cost:

+33750gp


Silent Moves

Description:

Skill Bonus: Move Silently +5

Prerequisites:

Caster Level: 5
Spell(s): Silence

Cost:

+3750gp


Silent Moves, Improved

Description:

Skill Bonus: Move Silently +10

Prerequisites:

Caster Level: 10
Spell(s): Silence

Cost:

+15000gp


Silent Moves, Greater

Description:

Skill Bonus: Move Silently +15

Prerequisites:

Caster Level: 15
Spell(s): Silence

Cost:

+33750gp


Sonic Resistance

Description:

Damage Resistance: Sonic Resist 10 / -

Prerequisites:

Caster Level: 3
Spell(s): Endure Elements

Cost:

+18000gp


Sonic Resistance, Improved

Description:

Damage Resistance: Sonic Resist 20 / -

Prerequisites:

Caster Level: 7
Spell(s): Endure Elements

Cost:

+42000gp


Sonic Resistance, Greater

Description:

Damage Resistance: Sonic Resist 30 / -

Prerequisites:

Caster Level: 11
Spell(s): Endure Elements

Cost:

+66000gp


Sonic Warding

Description:

Damage Resistance: Sonic Resist 50 / -

Prerequisites:

Caster Level: 21
Spell(s): Protection from Elements
Epic

Cost:

+6 Enhancement


Spell Resistance 13

Description:

Spell Resistance: 13

Prerequisites:

Caster Level: 15
Spell(s): Spell Resistance

Cost:

+2 Enhancement


Spell Resistance 15

Description:

Spell Resistance: 15

Prerequisites:

Caster Level: 15
Spell(s): Spell Resistance

Cost:

+3 Enhancement


Spell Resistance 17

Description:

Spell Resistance: 17

Prerequisites:

Caster Level: 15
Spell(s): Spell Resistance

Cost:

+4 Enhancement


Spell Resistance 19

Description:

Spell Resistance: 19

Prerequisites:

Caster Level: 15
Spell(s): Spell Resistance

Cost:

+5 Enhancement


Great Spell Resistance 21

Description:

Spell Resistance: 21

Prerequisites:

Caster Level: 21
Spell(s): Spell Resistance
Epic

Cost:

+6 Enhancement


Great Spell Resistance 23

Description:

Spell Resistance: 23

Prerequisites:

Caster Level: 22
Spell(s): Spell Resistance
Epic

Cost:

+7 Enhancement


Great Spell Resistance 25

Description:

Spell Resistance: 25

Prerequisites:

Caster Level: 23
Spell(s): Spell Resistance
Epic

Cost:

+8 Enhancement


Great Spell Resistance 27

Description:

Spell Resistance: 27

Prerequisites:

Caster Level: 24
Spell(s): Spell Resistance
Epic

Cost:

+9 Enhancement


Undead Controlling

Description:

Use: Control Undead (13) 1 Use/Day

Prerequisites:

Caster Level: 13
Spell(s): Control Undead

Cost:

+49000gp

17
Other Features / List of Wondrous Items
« on: June 09, 2009, 09:49:00 AM »
The descriptions below are dumps from the tlk, and are approximations from the contents of the SRD. Comments, suggestions, corrections, etc. welcome.

Amulet of Health +2

Description:

Enhancement Bonus: Constitution +2

Prerequisites:

Caster Level: 8
Spell(s): Endurance

Cost:

+4000gp


Amulet of Health +4

Description:

Enhancement Bonus: Constitution +4

Prerequisites:

Caster Level: 8
Spell(s): Endurance

Cost:

+16000gp


Amulet of Health +6

Description:

Enhancement Bonus: Constitution +6

Prerequisites:

Caster Level: 8
Spell(s): Endurance

Cost:

+36000gp


Amulet of Natural Armor +1

Description:

Armor Bonus: +1

Prerequisites:

Caster Level: 5
Spell(s): Barkskin

Cost:

+2000gp


Amulet of Natural Armor +2

Description:

Armor Bonus: +2

Prerequisites:

Caster Level: 6
Spell(s): Barkskin

Cost:

+8000gp


Amulet of Natural Armor +3

Description:

Armor Bonus: +3

Prerequisites:

Caster Level: 9
Spell(s): Barkskin

Cost:

+18000gp


Amulet of Natural Armor +4

Description:

Armor Bonus: +4

Prerequisites:

Caster Level: 12
Spell(s): Barkskin

Cost:

+32000gp


Amulet of Natural Armor +5

Description:

Armor Bonus: +5

Prerequisites:

Caster Level: 15
Spell(s): Barkskin

Cost:

+50000gp


Amulet of Epic Natural Armor +6

Description:

Armor Bonus: +6

Prerequisites:

Caster Level: 20
Spell(s): Barkskin
Epic

Cost:

+720000gp


Amulet of Epic Natural Armor +7

Description:

Armor Bonus: +7

Prerequisites:

Caster Level: 21
Spell(s): Barkskin
Epic

Cost:

+980000gp


Amulet of Epic Natural Armor +8

Description:

Armor Bonus: +8

Prerequisites:

Caster Level: 24
Spell(s): Barkskin
Epic

Cost:

+1280000gp


Amulet of Epic Natural Armor +9

Description:

Armor Bonus: +9

Prerequisites:

Caster Level: 27
Spell(s): Barkskin
Epic

Cost:

+1620000gp


Amulet of Epic Natural Armor +10

Description:

Armor Bonus: +10

Prerequisites:

Caster Level: 30
Spell(s): Barkskin
Epic

Cost:

+2000000gp


Belt of Giant Strength +4

Description:

Enhancement Bonus: Strength +4

Prerequisites:

Caster Level: 10
Spell(s): Bull's Strength

Cost:

+16000gp


Belt of Giant Strength +6

Description:

Enhancement Bonus: Strength +6

Prerequisites:

Caster Level: 10
Spell(s): Bull's Strength

Cost:

+36000gp


Belt of Epic Strength +8

Description:

Enhancement Bonus: Strength +8

Prerequisites:

Caster Level: 20
Spell(s): Bull's Strength
Epic

Cost:

+640000gp


Belt of Epic Strength +10

Description:

Enhancement Bonus: Strength +10

Prerequisites:

Caster Level: 20
Spell(s): Bull's Strength
Epic

Cost:

+1000000gp


Belt of Epic Strength +12

Description:

Enhancement Bonus: Strength +12

Prerequisites:

Caster Level: 20
Spell(s): Bull's Strength
Epic

Cost:

+1440000gp


Boots of Elvenkind

Description:

Skill Bonus: Move Silently +5

Prerequisites:

Caster Level: 5
Race: Elf

Cost:

+2500gp


Boots of Speed

Description:

Use: Haste (10) 1 Use/Day

Prerequisites:

Caster Level: 10
Spell(s): Haste

Cost:

+12000gp


Boots of Swiftness

Description:

Enhancement Bonus: Dexterity +6
Bonus Feat: Evasion
Skill Bonus: Tumble +20
Skill Bonus: Jump +20
Use: Haste (10) 3 Uses/Day

Prerequisites:

Caster Level: 20
Spell(s): Cat's Grace, Expeditious Retreat, Haste, Jump
Epic

Cost:

+256000gp


Boots of Teleportation

Description:

Use: Teleport (9) 3 Uses/Day

Prerequisites:

Caster Level: 9
Spell(s): Teleport

Cost:

+49000gp


Boots of the Winterlands

Description:

Damage Resistance: Cold Resist 5 / -
Damage Resistance: Fire Resist 5 / -

Prerequisites:

Caster Level: 5
Spell(s): Cat's Grace, Endure Elements

Cost:

+2500gp


Bracers of Armor +1

Description:

Armor Bonus: +1

Prerequisites:

Caster Level: 7
Spell(s): Mage Armor

Cost:

+1000gp


Bracers of Armor +2

Description:

Armor Bonus: +2

Prerequisites:

Caster Level: 7
Spell(s): Mage Armor

Cost:

+4000gp


Bracers of Armor +3

Description:

Armor Bonus: +3

Prerequisites:

Caster Level: 7
Spell(s): Mage Armor

Cost:

+9000gp


Bracers of Armor +4

Description:

Armor Bonus: +4

Prerequisites:

Caster Level: 8
Spell(s): Mage Armor

Cost:

+16000gp


Bracers of Armor +5

Description:

Armor Bonus: +5

Prerequisites:

Caster Level: 10
Spell(s): Mage Armor

Cost:

+25000gp


Bracers of Armor +6

Description:

Armor Bonus: +6

Prerequisites:

Caster Level: 12
Spell(s): Mage Armor

Cost:

+36000gp


Bracers of Armor +7

Description:

Armor Bonus: +7

Prerequisites:

Caster Level: 14
Spell(s): Mage Armor

Cost:

+49000gp


Bracers of Armor +8

Description:

Armor Bonus: +8

Prerequisites:

Caster Level: 16
Spell(s): Mage Armor

Cost:

+64000gp


Bracers of Epic Armor +11

Description:

Armor Bonus: +11

Prerequisites:

Caster Level: 22
Spell(s): Mage Armor
Epic

Cost:

+1210000gp


Bracers of Epic Armor +12

Description:

Armor Bonus: +12

Prerequisites:

Caster Level: 24
Spell(s): Mage Armor
Epic

Cost:

+1440000gp


Bracers of Epic Armor +13

Description:

Armor Bonus: +13

Prerequisites:

Caster Level: 26
Spell(s): Mage Armor
Epic

Cost:

+1690000gp


Bracers of Epic Armor +14

Description:

Armor Bonus: +14

Prerequisites:

Caster Level: 28
Spell(s): Mage Armor
Epic

Cost:

+1960000gp


Bracers of Epic Armor +15

Description:

Armor Bonus: +15

Prerequisites:

Caster Level: 30
Spell(s): Mage Armor
Epic

Cost:

+2250000gp


Bracers of Epic Health +8

Description:

Enhancement Bonus: Constitution +8

Prerequisites:

Caster Level: 20
Spell(s): Endurance
Epic

Cost:

+640000gp


Bracers of Epic Health +10

Description:

Enhancement Bonus: Constitution +10

Prerequisites:

Caster Level: 20
Spell(s): Endurance
Epic

Cost:

+1000000gp


Bracers of Epic Health +12

Description:

Enhancement Bonus: Constitution +12

Prerequisites:

Caster Level: 20
Spell(s): Endurance
Epic

Cost:

+1440000gp


Bracers of Relentless Might

Description:

Enhancement Bonus: Strength +12
Enhancement Bonus: Constitution +12
Use: Enlarge Person Unlimited Uses/Day

Prerequisites:

Caster Level: 20
Spell(s): Bull's Strength, Endurance, Enlarge Person
Epic

Cost:

+4384000gp


Brooch of Shielding

Description:

Spell Immunity: Magic Missile
Spell Immunity: Isaac's Lesser Missile Storm
Spell Immunity: Isaac's Greater Missile Storm

Prerequisites:

Caster Level: 1
Spell(s): Shield

Cost:

+1500gp


Minor Circlet of Blasting

Description:

Use: Searing Light (5) 1 Use/Day
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Searing Light (5) 6

Prerequisites:

Caster Level: 6
Spell(s): Searing Light

Cost:

+6480gp


Major Circlet of Blasting

Description:

Use: Searing Light (5) 1 Use/Day
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Searing Light (5) 10
Cast Spell: Metamagic: Searing Light (5) Maximize Spell

Prerequisites:

Caster Level: 17
Spell(s): Searing Light

Cost:

+23760gp


Circlet of Persuasion

Description:

Skill Bonus: Animal Empathy +3
Skill Bonus: Perform +3
Skill Bonus: Persuade +3
Skill Bonus: Taunt +3
Skill Bonus: Use Magic Device +3
Skill Bonus: Bluff +3
Skill Bonus: Intimidate +3
Skill Bonus: Iaijutsu Focus +3

Prerequisites:

Caster Level: 5
Spell(s): Eagle's Splendor

Cost:

+4500gp


Cloak of Arachnida

Description:

Bonus Spell Slot: Cleric Level 0

Prerequisites:

Caster Level: 6
Spell(s): Web

Cost:

+14000 Enhancement
+80gp


Cloak of Charisma +2

Description:

Enhancement Bonus: Charisma +2

Prerequisites:

Caster Level: 8
Spell(s): Eagle's Splendor

Cost:

+4000gp


Cloak of Charisma +4

Description:

Enhancement Bonus: Charisma +4

Prerequisites:

Caster Level: 8
Spell(s): Eagle's Splendor

Cost:

+16000gp


Cloak of Charisma +6

Description:

Enhancement Bonus: Charisma +6

Prerequisites:

Caster Level: 8
Spell(s): Eagle's Splendor

Cost:

+36000gp


Cloak of Epic Charisma +8

Description:

Enhancement Bonus: Charisma +8

Prerequisites:

Caster Level: 20
Spell(s): Charm Monster
Epic

Cost:

+640000gp


Cloak of Epic Charisma +10

Description:

Enhancement Bonus: Charisma +10

Prerequisites:

Caster Level: 20
Spell(s): Charm Monster
Epic

Cost:

+1000000gp


Cloak of Epic Charisma +12

Description:

Enhancement Bonus: Charisma +12

Prerequisites:

Caster Level: 20
Spell(s): Charm Monster
Epic

Cost:

+1440000gp


Minor Cloak of Displacement

Description:

Use: Blur (5) Unlimited Uses/Day

Prerequisites:

Caster Level: 3
Spell(s): Displacement

Cost:

+24000gp


Major Cloak of Displacement

Description:

Use: Displacement (9) 1 Use/Day
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Displacement (9) 15

Prerequisites:

Caster Level: 7
Feat: Extend Spell
Spell(s): Displacement

Cost:

+50000gp


Cloak of Elvenkind

Description:

Skill Bonus: Hide +5

Prerequisites:

Caster Level: 6
Race: Elf
Spell(s): Invisibility

Cost:

+2500gp


Cloak of Etherealness

Description:

Use: Greater Sanctuary (18) 1 Use/Day

Prerequisites:

Caster Level: 15
Spell(s): Greater Sanctuary

Cost:

+55000gp


Cloak of Resistance +1

Description:

Improved Saving Throws: Universal +1

Prerequisites:

Caster Level: 5
Spell(s): Resistance

Cost:

+1000gp


Cloak of Resistance +2

Description:

Improved Saving Throws: Universal +2

Prerequisites:

Caster Level: 6
Spell(s): Resistance

Cost:

+4000gp


Cloak of Resistance +3

Description:

Improved Saving Throws: Universal +3

Prerequisites:

Caster Level: 9
Spell(s): Resistance

Cost:

+9000gp


Cloak of Resistance +4

Description:

Improved Saving Throws: Universal +4

Prerequisites:

Caster Level: 12
Spell(s): Resistance

Cost:

+16000gp


Cloak of Resistance +5

Description:

Improved Saving Throws: Universal +5

Prerequisites:

Caster Level: 15
Spell(s): Resistance

Cost:

+25000gp


Cloak of Epic Resistance +6

Description:

Improved Saving Throws: Universal +6

Prerequisites:

Caster Level: 20
Spell(s): Resistance
Epic

Cost:

+360000gp


Cloak of Epic Resistance +7

Description:

Improved Saving Throws: Universal +7

Prerequisites:

Caster Level: 21
Spell(s): Resistance
Epic

Cost:

+490000gp


Cloak of Epic Resistance +8

Description:

Improved Saving Throws: Universal +8

Prerequisites:

Caster Level: 24
Spell(s): Resistance
Epic

Cost:

+640000gp


Cloak of Epic Resistance +9

Description:

Improved Saving Throws: Universal +9

Prerequisites:

Caster Level: 27
Spell(s): Resistance
Epic

Cost:

+810000gp


Cloak of Epic Resistance +10

Description:

Improved Saving Throws: Universal +10

Prerequisites:

Caster Level: 30
Spell(s): Resistance
Epic

Cost:

+1000000gp


Eyes of Charming

Description:

Use: Charm Person (10) Unlimited Uses/Day
Cast Spell: DC: This item property modifies the DC at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Charm Person (10) 16

Prerequisites:

Caster Level: 7
Spell(s): Charm Person

Cost:

+56000gp


Eyes of Doom

Description:

Use: Doom (5) 1 Use/Day
Use: Fear (5) 1 Use/Day

Prerequisites:

Caster Level: 11
Spell(s): Doom, Fear

Cost:

+25000gp


Eyes of the Eagle

Description:

Skill Bonus: Spot +5

Prerequisites:

Caster Level: 3
Spell(s): Clairaudience/Clairvoyance

Cost:

+2500gp


Eyes of Petrification

Description:

Use: Flesh to Stone (5) 1 Use/Day
Cast Spell: DC: This item property modifies the DC at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Flesh to Stone (5) 19

Prerequisites:

Caster Level: 11
Spell(s): Flesh to Stone

Cost:

+98000gp


Gauntlets of Ogre Power

Description:

Enhancement Bonus: Strength +2

Prerequisites:

Caster Level: 6
Spell(s): Bull's Strength

Cost:

+4000gp


Gloves of Dexterity +2

Description:

Enhancement Bonus: Dexterity +2

Prerequisites:

Caster Level: 8
Spell(s): Cat's Grace

Cost:

+4000gp


Gloves of Dexterity +4

Description:

Enhancement Bonus: Dexterity +4

Prerequisites:

Caster Level: 8
Spell(s): Cat's Grace

Cost:

+16000gp


Gloves of Dexterity +6

Description:

Enhancement Bonus: Dexterity +6

Prerequisites:

Caster Level: 8
Spell(s): Cat's Grace

Cost:

+36000gp


Gloves of Epic Dexterity +8

Description:

Enhancement Bonus: Dexterity +8

Prerequisites:

Caster Level: 20
Spell(s): Cat's Grace
Epic

Cost:

+640000gp


Gloves of Epic Dexterity +10

Description:

Enhancement Bonus: Dexterity +10

Prerequisites:

Caster Level: 20
Spell(s): Cat's Grace
Epic

Cost:

+1000000gp


Gloves of Epic Dexterity +12

Description:

Enhancement Bonus: Dexterity +12

Prerequisites:

Caster Level: 20
Spell(s): Cat's Grace
Epic

Cost:

+1440000gp


Goggles of Minute Seeing

Description:

Skill Bonus: Search +5

Prerequisites:

Caster Level: 3
Spell(s): True Seeing

Cost:

+1250gp


Goggles of Night

Description:

Darkvision

Prerequisites:

Caster Level: 3
Spell(s): Ultravision

Cost:

+12000gp


Hand of the Mage

Description:

Use: Mage Hand Unlimited Uses/Day

Prerequisites:

Caster Level: 2
Spell(s): Mage Hand

Cost:

+900gp


Headband of Intellect +2

Description:

Enhancement Bonus: Intelligence +2

Prerequisites:

Caster Level: 8
Spell(s): Fox's Cunning

Cost:

+4000gp


Headband of Intellect +4

Description:

Enhancement Bonus: Intelligence +4

Prerequisites:

Caster Level: 8
Spell(s): Fox's Cunning

Cost:

+16000gp


Headband of Intellect +6

Description:

Enhancement Bonus: Intelligence +6

Prerequisites:

Caster Level: 8
Spell(s): Fox's Cunning

Cost:

+36000gp


Headband of Epic Intellect +8

Description:

Enhancement Bonus: Intelligence +8

Prerequisites:

Caster Level: 20
Spell(s): Legend Lore
Epic

Cost:

+640000gp


Headband of Epic Intellect +10

Description:

Enhancement Bonus: Intelligence +10

Prerequisites:

Caster Level: 20
Spell(s): Legend Lore
Epic

Cost:

+1000000gp


Headband of Epic Intellect +12

Description:

Enhancement Bonus: Intelligence +12

Prerequisites:

Caster Level: 20
Spell(s): Legend Lore
Epic

Cost:

+1440000gp


Helm of Brilliance

Description:

Damage Resistance: Fire Resist 30 / -
Use: Prismatic Spray (13) 5 Charges/Use
Use: Wall of Fire (9) 2 Charges/Use
Use: Fireball (10) 1 Charge/Use
Use: Detect Undead Unlimited Uses/Day

Prerequisites:

Caster Level: 13
Spell(s): Detect Undead, Fireball, Flame Weapon, Light, Prismatic Spray, Protection from Elements, Wall of Fire

Cost:

+125000gp


Helm of Teleportation

Description:

Use: Teleport (9) 3 Uses/Day

Prerequisites:

Caster Level: 9
Spell(s): Teleport

Cost:

+73500gp


Mantle of Spell Resistance

Description:

Spell Resistance: 21

Prerequisites:

Caster Level: 9
Spell(s): Spell Resistance

Cost:

+90000gp


Mantle of Epic Spell Resistance

Description:

Spell Resistance: 40

Prerequisites:

Caster Level: 29
Spell(s): Spell Resistance
Epic

Cost:

+290000gp


Mantle of Great Stealth

Description:

Skill Bonus: Hide +30
Skill Bonus: Move Silently +30
Use: Blur (5) Unlimited Uses/Day

Prerequisites:

Caster Level: 20
Spell(s): Blur, Invisibility, Silence, Nondetection
Epic

Cost:

+242000gp


Mask of the Skull

Description:

Use: Finger of Death (13) 1 Use/Day
Cast Spell: DC: This item property modifies the DC at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Finger of Death (13) 20

Prerequisites:

Caster Level: 13
Spell(s): Animate Objects, Finger of Death

Cost:

+22000gp


Necklace of Fireballs I

Description:

Use: Fireball (10) 5 Charges/Use
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Fireball (10) 4

Prerequisites:

Caster Level: 10
Spell(s): Fireball

Cost:

+1650gp


Necklace of Fireballs II

Description:

Use: Fireball (10) 5 Charges/Use
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Fireball (10) 5

Prerequisites:

Caster Level: 11
Spell(s): Fireball

Cost:

+2700gp


Necklace of Fireballs III

Description:

Use: Fireball (10) 5 Charges/Use
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Fireball (10) 6

Prerequisites:

Caster Level: 12
Spell(s): Fireball

Cost:

+4350gp


Necklace of Fireballs IV

Description:

Use: Fireball (10) 5 Charges/Use
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Fireball (10) 7

Prerequisites:

Caster Level: 13
Spell(s): Fireball

Cost:

+5400gp


Necklace of Fireballs V

Description:

Use: Fireball (10) 5 Charges/Use
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Fireball (10) 8

Prerequisites:

Caster Level: 14
Spell(s): Fireball

Cost:

+5850gp


Necklace of Fireballs VI

Description:

Use: Fireball (10) 5 Charges/Use
Cast Spell: Caster Level: This item property modifies the Caster Level at which the associated spell is cast from this item. Can be used for Cast Spell and OnHit type item. Fireball (10) 9

Prerequisites:

Caster Level: 15
Spell(s): Fireball

Cost:

+8100gp


Necklace of Fireballs VII

Description:

Use: Fireball (10) 5 Charges/Use

Prerequisites:

Caster Level: 16
Spell(s): Fireball

Cost:

+8700gp


Periapt of Health

Description:

Immunity: Disease

Prerequisites:

Caster Level: 5
Spell(s): Remove Disease

Cost:

+7500gp


Periapt of Proof against Poison

Description:

Immunity: Poison

Prerequisites:

Caster Level: 5
Spell(s): Neutralize Poison

Cost:

+27000gp


Periapt of Wisdom +2

Description:

Enhancement Bonus: Wisdom +2

Prerequisites:

Caster Level: 8
Spell(s): Owl's Wisdom

Cost:

+4000gp


Periapt of Wisdom +4

Description:

Enhancement Bonus: Wisdom +4

Prerequisites:

Caster Level: 8
Spell(s): Owl's Wisdom

Cost:

+16000gp


Periapt of Wisdom +6

Description:

Enhancement Bonus: Wisdom +6

Prerequisites:

Caster Level: 8
Spell(s): Owl's Wisdom

Cost:

+36000gp


Periapt of Epic Wisdom +8

Description:

Enhancement Bonus: Wisdom +8

Prerequisites:

Caster Level: 20
Spell(s): Legend Lore
Epic

Cost:

+640000gp


Periapt of Epic Wisdom +10

Description:

Enhancement Bonus: Wisdom +10

Prerequisites:

Caster Level: 20
Spell(s): Legend Lore
Epic

Cost:

+1000000gp


Periapt of Epic Wisdom +12

Description:

Enhancement Bonus: Wisdom +12

Prerequisites:

Caster Level: 20
Spell(s): Legend Lore
Epic

Cost:

+1440000gp


Periapt of Wound Closure

Description:

Regeneration: +1

Prerequisites:

Caster Level: 10
Spell(s): Heal

Cost:

+15000gp


White Robe of the Archmagi

Description:

Armor Bonus: +5
Spell Resistance: 18
Improved Saving Throws: Universal +4
Bonus Feat: Spell Penetration
Only Useable By: Good

Prerequisites:

Caster Level: 14
Alignment: Good
Spell(s): Antimagic Field, Mage Armor or Shield of Faith

Cost:

+75000gp


Grey Robe of the Archmagi

Description:

Armor Bonus: +5
Spell Resistance: 18
Improved Saving Throws: Universal +4
Bonus Feat: Spell Penetration
Only Useable By: Lawful Neutral
Only Useable By: Chaotic Neutral
Only Useable By: True Neutral

Prerequisites:

Caster Level: 14
Alignment: Neutral
Spell(s): Antimagic Field, Mage Armor or Shield of Faith

Cost:

+75000gp


Black Robe of the Archmagi

Description:

Armor Bonus: +5
Spell Resistance: 18
Improved Saving Throws: Universal +4
Bonus Feat: Spell Penetration
Only Useable By: Evil

Prerequisites:

Caster Level: 14
Alignment: Evil
Spell(s): Antimagic Field, Mage Armor or Shield of Faith

Cost:

+75000gp


Robe of Eyes

Description:

Darkvision
True Seeing
Skill Bonus: Search +10
Skill Bonus: Spot +10
Bonus Feat: Uncanny Dodge I

Prerequisites:

Caster Level: 11
Spell(s): True Seeing

Cost:

+120000gp


Robe of Scintillating Colors

Description:

Use: Daze (1) Unlimited Uses/Day
Use: Displacement (9) 1 Use/Day
Light Bright (20m) Color Purple

Prerequisites:

Caster Level: 11
Spell(s): Blur, Rainbow Pattern

Cost:

+27000gp


Scarab of Protection

Description:

Spell Resistance: 20
Immunity: Level/Ability Drain
Immunity: Death Magic

Prerequisites:

Caster Level: 18
Spell(s): Death Ward, Spell Resistance

Cost:

+38000gp


Vest of Escape

Description:

Skill Bonus: Hide +4
Skill Bonus: Tumble +6

Prerequisites:

Caster Level: 4
Spell(s): Grease, Knock

Cost:

+5200gp


Lesser Amulet of the Silver Tongue

Description:

Skill Bonus: Truespeak +5

Prerequisites:

Caster Level: 7
Skill: Truespeak 5 ranks
Spell(s): Glibness

Cost:

+2500gp


Greater Amulet of the Silver Tongue

Description:

Skill Bonus: Truespeak +10

Prerequisites:

Caster Level: 7
Skill: Truespeak 10 ranks
Spell(s): Glibness

Cost:

+10000gp

18
Other Features / List of Weapon Special Abilities
« on: June 09, 2009, 09:48:32 AM »
The descriptions below are dumps from the tlk, and are approximations from the contents of the SRD. Comments, suggestions, corrections, etc. welcome.

Acidic Blast

Description:

Damage Bonus: Acid 3d6 Damage

Prerequisites:

Caster Level: 21
Spell(s): Acid Fog
Epic

Cost:

+6 Enhancement


Anarchic

Description:

Damage Bonus vs.: Lawful 2d6 Damage Type Divine

Prerequisites:

Caster Level: 7
Alignment: Chaotic
Spell(s): Hammer of the Gods

Cost:

+2 Enhancement


Anarchic Power

Description:

Damage Bonus vs.: Lawful 3d6 Damage Type Divine
On Hit: Level Drain DC=69

Prerequisites:

Caster Level: 21
Alignment: Chaotic
Spell(s): Word of Chaos
Epic

Cost:

+8 Enhancement


Axiomatic

Description:

Damage Bonus vs.: Chaotic 2d6 Damage Type Divine

Prerequisites:

Caster Level: 7
Alignment: Lawful
Spell(s): Hammer of the Gods

Cost:

+2 Enhancement


Axiomatic Power

Description:

Damage Bonus vs.: Chaotic 3d6 Damage Type Divine
On Hit: Level Drain DC=69

Prerequisites:

Caster Level: 21
Alignment: Lawful
Spell(s): Dictum
Epic

Cost:

+8 Enhancement


Bane

Description:

Damage Bonus vs.: [Race] 2d6 Damage Physical
Enhancement Bonus vs.: [Race] +2

Prerequisites:

Caster Level: 8
Spell(s): Summon Creature I

Cost:

+1 Enhancement


Dread

Description:

Damage Bonus vs.: [Race] 4d6 Damage Physical
Enhancement Bonus vs.: [Race] +4
On Hit: Slay Racial Group DC=27 Monster Type [Race]

Prerequisites:

Caster Level: 22
Spell(s): Summon Creature IX
Epic

Cost:

+7 Enhancement


Disruption

Description:

On Hit: Slay Racial Group DC=14 Monster Type Undead

Prerequisites:

Caster Level: 14
Spell(s): Heal

Cost:

+2 Enhancement


Mighty Disruption

Description:

On Hit: Slay Racial Group DC=21 Monster Type Undead

Prerequisites:

Caster Level: 21
Spell(s): True Resurrection
Epic

Cost:

+6 Enhancement


Flaming

Description:

Damage Bonus: Fire 1d6 Damage

Prerequisites:

Caster Level: 10
Spell(s): Flame Weapon, Fireball or Flame Strike

Cost:

+1 Enhancement


Fiery Blast

Description:

Damage Bonus: Fire 3d6 Damage

Prerequisites:

Caster Level: 21
Spell(s): Fireball
Epic

Cost:

+6 Enhancement


Frost

Description:

Damage Bonus: Cold 1d6 Damage

Prerequisites:

Caster Level: 8
Spell(s): Ice Storm

Cost:

+1 Enhancement


Icy Blast

Description:

Damage Bonus: Cold 3d6 Damage

Prerequisites:

Caster Level: 21
Spell(s): Cone of Cold
Epic

Cost:

+6 Enhancement


Holy

Description:

Damage Bonus vs.: Evil 2d6 Damage Type Divine

Prerequisites:

Caster Level: 7
Alignment: Good
Spell(s): Hammer of the Gods

Cost:

+2 Enhancement


Holy Power

Description:

Damage Bonus vs.: Evil 3d6 Damage Type Divine
On Hit: Level Drain DC=69

Prerequisites:

Caster Level: 21
Alignment: Good
Spell(s): Holy Word
Epic

Cost:

+8 Enhancement


Keen

Description:

Keen

Prerequisites:

Caster Level: 10
Spell(s): Keen Edge

Cost:

+1 Enhancement


Shock

Description:

Damage Bonus: Electrical 1d6 Damage

Prerequisites:

Caster Level: 8
Spell(s): Call Lightning or Lightning Bolt

Cost:

+1 Enhancement


Lightning Blast

Description:

Damage Bonus: Electrical 3d6 Damage

Prerequisites:

Caster Level: 21
Spell(s): Lightning Bolt
Epic

Cost:

+6 Enhancement


Sonic Blast

Description:

Damage Bonus: Sonic 3d6 Damage

Prerequisites:

Caster Level: 0
Spell(s): Shout
Epic

Cost:

+6 Enhancement


Unholy

Description:

Damage Bonus vs.: Good 2d6 Damage Type Divine

Prerequisites:

Caster Level: 7
Alignment: Evil
Spell(s): Hammer of the Gods

Cost:

+2 Enhancement


Unholy Power

Description:

Damage Bonus vs.: Good 3d6 Damage Type Divine
On Hit: Level Drain DC=69

Prerequisites:

Caster Level: 21
Alignment: Evil
Spell(s): Blasphemy
Epic

Cost:

+8 Enhancement


Vorpal

Description:

On Hit: Vorpal DC=70

Prerequisites:

Caster Level: 18
Spell(s): Circle of Death, Keen Edge

Cost:

+5 Enhancement


Wounding

Description:

On Hit: Wounding DC=70

Prerequisites:

Caster Level: 10
Spell(s): Mordenkainen's Sword or Black Blade of Disaster

Cost:

+2 Enhancement

19
Other Features / Crafting Guide
« on: June 09, 2009, 09:46:49 AM »
This is a text dump of what was supposed to be a new manual page. This should be removed when the manual page is added. Tables don't show up here properly, but information contained in the cost and DC tables can be found in the SRD or the DMG.

Introduction
This is a guide to the new crafting system, implementing PnP crafting. Feedback on errors/missing information/style/possible improvements is appreciated.

Feat Use
On the class radial of one of the base classes there should be a read recipe feat with a purple icon. This should open a subradial with 2 subfeats. The first is the original recipe based crafting system feat, used exactly like before. The second should be named "Craft Item" and is the subfeat used for the new system. It is recommended that you craft items in a distraction-free environment. Otherwise you risk disrupting the crafting conversation or ruining the magic item you are attempting to craft.
If there is a problem that prematurely aborts the conversation (eg. TMI) using the feat again should reset all the variables, as well as display a recovery message. Use the feat one more time to start again.


Crafting Non-Magical Items
To craft non-magical items, target yourself with the subfeat. Note that you will make skill checks with either the craft weapon or craft armour skills to craft your items. You must wait as a list of base items is created, after which "*Done*" will appear above the character's head and in the log. Choose "Continue" and you should see a list of weapons and shields, as well as armour, sorted alphabetically.
If you have chosen either a longbow or a shortbow, you will then see a list of Mighty values to add to the bow, representing the crafting of a composite bow. You may choose zero if you do not want to craft a composite bow.
If you have chosen to craft armour, a list of armour types (base AC 0-8) will be displayed, allowing you to choose the type of armour to craft.
You will then see a list of options, allowing you to choose to make a normal item, a masterwork item, or an item made of an applicable material (darkwood for wooden items, adamantine or mithral for metallic items, etc.). Armour with zero base AC (only available for wondrous item crafting), staffs, rings and wondrous items can only use the "normal" option. Cloaks will have their colours randomised. Note that some materials cannot be implemented in NWN (cold steel, alchemical silver, adamantine for weapons).
Afterwards you will be presented with a description of the desired item, along with a cost in gp. You will be able to choose "Confirm" if you have the required gp.
You will then make a skill check based on the item you have selected (and another one if the item is masterwork). If you succeed, the item you have chosen to craft will appear in your inventory. The crafting cost in gp will be deducted regardless of whether you succeed or not.

Crafting Magic Items
To craft magical arms and armour, you will need either a masterwork item, or an existing magical item. For other items, you will need the blank item created through non-magical crafting (see above). You must also have the required feat to craft the particular item.
Target the item to be crafted using the subfeat. You must wait as a list is created. As with non-magical crafting, "*Done*" will appear when the list is finished.
At this time, rod crafting is unavailabe, because rods as written in the SRD have been impossible to do without extra scripting.

Change Name
If you choose "Change Name" you will have about 30 seconds in which to use chat to state the exact name of your item. A visual effect will appear to indicate success.

Change Appearance
If you choose "Change Appearance" you will be given a series of numbers separated by dashes (appearance code). This code represents the appearance of your item. This is given for your information in case you make a mistake and wish to change you item's appearance to what it was when you started (it also allows you write down the appearance of an item that you really like so you can reproduce it later). To change the appearance, choose "Set new appearance code". A listener will spawn, allowing you to shout a new appearance code (in the same format) for your item (similar to changing names). Substituting an asterisk will leave a value unchanged.
ModelType:

    * 0 - simple appearance, eg. rings, amulets
          o Format: single number - icon
    * 1 - simple appearance + colours, helmet/cloak
          o Format: x-x-x-x-x-x-x (7 values, 1 model, 6 colour)
                + model
                + leather1
                + leather2
                + cloth1
                + cloth2
                + metal1
                + metal2
    * 2 - weapons/boots
          o Format: x-x-x-x-x-x (6 values, 3 colour, 3 model)
                + bottom colour
                + middle colour
                + top colour
                + bottom model
                + middle model
                + top model
    * 3 - armour (25 values, 19 model, 6 colour)
          o Format: x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x
                + right foot
                + left foot
                + right shin
                + left shin
                + left thigh
                + right thigh
                + pelvis
                + torso
                + belt
                + neck
                + right forearm
                + left forearm
                + right bicep
                + left bicep
                + right shoulder
                + left shoulder
                + right hand
                + left hand
                + robe
                + leather1
                + leather2
                + cloth1
                + cloth2
                + metal1
                + metal2

Model numbers are numbers corresponding to the relevant .mdl files (will work with additional models added through haks). Colour numbers are numbers corresponding to different colours on the palette.
At this time (NWN patch 1.68), attempting to change the model of a cloak will instead destroy it (CopyItemAndModify() doesn't work for cloak models yet)
Admittedly, this system is powerful, yet hard to use. However, in the future, appearance changes through conversation (providing a front-end for the underlying code) may be implemented.
One way to get the exact appearance you want is to first make the item in the toolset and save it. Then use a program (eg. Leto's advanced editor, nwnexplorer, etc.) to open the saved blueprint in the temp directory used by the toolset. For most items (except weapons and boots) model/colour numbers will be shown in the order given above. Weapons and boots are shown in a similar order (bottom, middle, top) as digits, with the last digit being the colour and first (one or more) being the model.
As much as I would like to implement it, there is currently no way to change the description of the item. It will likely work in the same way as changing the name if I ever get it to work.

Craft Magic Arms and Armour: Adding a special ability
If the item you are crafting is a weapon, armour or shield, you will be given the option of adding enhancement or special abilities. Enhancement or special abilities added will replace similar types, and downgrading is not possible.
If you have chosen to add Bane or Dread to a weapon, you must wait as a list of available races is created. You will then be able to choose which race is affected by the bane property. The Bane/Dread properties also depend on the current level of enhancment, so it is recommended that it be added after any changes to the enhancement.
If you have chosen a property to add to your item, A description of the property will appear, along with the crafting cost in gp, xp and time (if applicable). If you have the gp and xp required (you are not allowed to spend enough xp to lose a level) you will be able to choose the "Confirm" option.
If the time delay scale is set to instantaneous, your item will be upgraded and the costs deducted, as well as any required spell uses decreased. Otherwise, there will be a delay, with floating text messages indicating the number of rounds left. You must not do anything strenuous such as fighting, casting spells or anything else that disrupts concentration. Otherwise, you will have to begin the crafting process again. At the end of the delay, your item will be upgraded and the costs deducted, as well as required spell uses decreased.

Ring/Wondrous Item Crafting
Unlike magic weapons/armour/shields, you may only craft specific items. A list of items will appear if you are crafting with a blank item (created through non-magical crafting, see above), otherwise you will only see the name and appearance changing options. In all other respects it is the same as crafting weapons/armour/shields.

Staff Crafting
Staff crafting works like wand crafting, where you cast a spell on the base item (obtainable through non-magical crafting, see above). However, unlike wand crafting, you may add multiple spells to the staff by casting more spells on it (up to 8), provided you can meet the gp/xp cost. Since real epic staffs are not possible (unless level 10+ spell slots are added to the game), metamagic can only be applied to staffs if the caster possesses the Craft Epic Staff feat (an artificial limitation).

Crafting DC
Item DCArmour/Weapons/Shields 10 + Base AC
Crossbows 15Bows 12
Composite Bows 15 + 2 x Mighty valueSimple melee weapons 12
Martial melee weapons 15Exotic melee weapons 18
Masterwork 20 (separate roll)

Crafting Cost
Costs in gp (market price) unless noted.
Non-Magical
Type Light Armour Medium Armour Heavy Armour Shields Weapons Ammunition (99 units)
Masterwork 150 150 150 150 300 594
Adamantine 5,000 10,000 15,000 N/A N/A N/ADarkwood N/A N/A N/A 10/lb of weight N/A
Dragonhide Double total cost (base + masterwork) N/A N/A
Mithral 1,000 4,000 9,000 1,000 500/lb of weight N/A
Crafting cost is 1/3 market price.
Magical
Market Price = (Non-Magical Price) + (Enhancement Cost) + (Additional Cost)
Non-Magical Price is price from previous section.
Enhancement Cost = (Base Enhancement Cost) x (Effective Enhancement)2
Additional Cost from properties adds linearly.
Base Enhancement Cost is 1,000gp for armour/shields, 2,000gp for weapons
Effective Enhancement = Enhancement + Enhancement values on properties (eg. +5 for vorpal weapons)
For epic items, the enhancement cost is x10 what it is for non-epic items, eg. non-epic, +5 vorpal sword is 2000x(10)2 (+5, +5 for vorpal) = 200,000gp, epic, +10 sword is 2000x(10)2x10 (for being epic) = 2,000,000gp
Crafting cost is 1/2 market price in gp, 1/25 market price in xp if non-epic, 10,000 + 1/100 market price if epic. Upgrading items costs the difference in cost of the old and the new item according to the rules presented here.
Time cost is 1 game hour/1,000gp market price by default.

Arbitrary (non-PnP) Crafting
If a particular switch is set (see switches below), Most of the information above relating to magic item crafting may be ignored. Instead of choosing special abilites or making specific items, you instead choose particular itemproperties.
You will be presented with a list of itemproperty types to choose from. If applicable, you will then be able to choose the subtype, costtablevalue and param1value. Cost will be the difference in cost between the old and the new item according to NWN, with gp/xp/time costs calculated according to the rules in the section above.

Crafting Facilities
You can provide facilities to player for crafting, either through a npc or placeable. To create a facility, find the item named "PRC_CRAFT_TOKEN" and put it in the inventory of the npc or placeable, taking care to make sure the object is plot, the item cannot be pickpocketed, the placeable is locked, etc.
Players within 10m of the object will be able to craft without the normal restrictions, for market price in gp and zero xp.

Switches
These are all "int" type switches
Switch Description Default
PRC_DISABLE_CRAFT Disables the crafting system altogether FALSE
PRC_AREA_DISABLE_CRAFTING Set in area, disables crafting in that area. FALSE
PRC_CRAFT_TIMER_MULTIPLIER Scales the time cost for crafting by this value/100 100
PRC_CRAFT_STAFF_CASTER_LEVEL Crafted staffs have the casterlevel of the creator. FALSE
X2_CI_CRAFTSTAFF_COSTMODIFIER Cost modifier of spells crafted into staffs 750
PRC_CRAFTING_ARBITRARY Disables PnP crafting and instead allows all NWN itemproperties (subject to cost) FALSE
PRC_CRAFTING_COST_SCALE Scales the gp cost for crafting by this value/100 100
PRC_CRAFTING_TIME_SCALE Sets crafting time per 1000gp in market price:

   1. off, no time required
   2. round
   3. turn
   4. game hour
   5. game day

4
To disable a specific item/special ability in PnP crafting, set a switch with this name:
PRC_CRAFT_DISABLE_<name of crafting 2da file>_<line number of property>

2DAs
When adding lines to 2das used, modify prc_inc_fileend.nss to allow the scripts to read the required number of lines.
craft_*.2da
Used to store items/special abilities and their prerequisites
Column Name Description Format
Name Name TLK entry
Label Just a label String
PropertyType Crafting type, "M" for magic, "P" for psionic (not implemented yet), blank for any Character
Level Level (caster, manifester, etc.) prerequisite Integer
Race Race prerequisite, line in racialtypes.2da (evaluated using MyPRCGetRacialType()) Integer
Feat Feat prerequisite, line in feat.2da Integer
Skill Skill prerequisite, line in skills.2da Integer
SkillRanks Number of ranks for skill prerequiste Integer
SpellPattern Bitfield, tells the scripts which of the following columns to check Integer
Spell1 Spell prerequisite, line in spells.2da Integer
Spell2 Spell prerequisite, line in spells.2da Integer
Spell3 Spell prerequisite, line in spells.2da Integer
SpellOR1 Spell prerequisite, crafter must have one of SpellOR1 or SpellOR2, line in spells.2da Integer
SpellOR2 Spell prerequisite, crafter must have one of SpellOR1 or SpellOR2, line in spells.2da Integer
AlignGE Alignment prerequisite, "G" for good, "E" for evil, "N" for neutral, blank for any Character
AlignLC Alignment prerequisite, "L" for lawful, "C" for chaotic, "N" for neutral, blank for any Character
Enhancement Enhancement value for cost calculations IntegerAdditionalCost Additional cost for cost calculations Integer
ReplaceLast Property will disable this number of the preceding lines, for weapon/armour/shield crafting Integer
BaseItem Base item filter for wondrous item crafting, line in baseitems.2da, ignored for craft_ring.2da IntegerTypeN Type of the Nth itemproperty to add (up to 6) Integer
SubTypeN SubType of the Nth itemproperty to add (up to 6) Integer
CostTableValueN CostTableValue of the Nth itemproperty to add (up to 6) Integer
Param1ValueN Param1Value of the Nth itemproperty to add (up to 6) Integer
Epic Epic prerequisite, whether the creator needs the epic crafting feat Integer
Special Determines whether the property needs special handling by the scripts Integer

prc_craft_get_it.2da
Used for non-magical crafting, lines must match baseitems.2da
Column Name Description Format
Name Name of base item TLK entry
label A label String
Blueprint Resref of blank/generic item to create when crafting String
Type Identifies the type of base item for the crafting scripts:

   1. PRC_CRAFT_ITEM_TYPE_WEAPON
   2. PRC_CRAFT_ITEM_TYPE_ARMOUR
   3. PRC_CRAFT_ITEM_TYPE_SHIELD
   4. PRC_CRAFT_ITEM_TYPE_AMMO
   5. PRC_CRAFT_ITEM_TYPE_MISC
   6. PRC_CRAFT_ITEM_TYPE_CASTSPELL

Integer

Scripting - Adding New Items/Special Abilities
To add properties, add lines to the relevant crafting 2das, then add code to the functions below (in prc_craft_inc.nss), using existing code as a guide. You must be proficient in 2da editing and NWScript.
Get2DALineFromItemprop()
Weapon/armour/shield crafting, uses an itemproperty to find what special abilities have been added to an item. Hardcoded to avoid having to search through the 2das for every itemproperty on an item.
DisallowType()
Weapon/armour/shield crafting, disallows special abilities that are similar to existing properties (for items being upgraded that were not created using this system).
PrereqSpecialHandling()
Extra rules for handling prerequisites.
CheckCraftingSpells()
Section near the beginning of this function handles spell prerequisites.
GetItemVars()
A portion of this function disables some special abilities for ranged weapons, listed here.

    if(bArmsArmour)
    {

        int nBase = GetBaseItemType(oItem);
        int bRangedType = StringToInt(Get2DACache("baseitems", "RangedWeapon", nBase));
        if(bRangedType && (bRangedType != nBase))
        { //disallowed because ranged weapons can't have onhit
        array_set_int(oPC, PRC_CRAFT_ITEMPROP_ARRAY, 22, 0);
        array_set_int(oPC, PRC_CRAFT_ITEMPROP_ARRAY, 24, 0);
        array_set_int(oPC, PRC_CRAFT_ITEMPROP_ARRAY, 26, 0);
        array_set_int(oPC, PRC_CRAFT_ITEMPROP_ARRAY, 34, 0);
        array_set_int(oPC, PRC_CRAFT_ITEMPROP_ARRAY, 40, 0);
        array_set_int(oPC, PRC_CRAFT_ITEMPROP_ARRAY, 42, 0);
        }

    }

EDIT: info that should've been in tables keep losing their newline formatting

20
News, Articles, and Website Management / Three New Articles
« on: June 08, 2009, 02:17:10 PM »
I've added three new articles taken from old forum posts to our Neverwinter Articles folder.

The first is Dragonfire Adept: My Thoughts, a long look at the Dragonfire Adept from a first time player, and an analysis of many of the available invocations and class features.

The next is Invocations: My Thoughts, probing invocation magic, mainly from a Warlock perspective. It covers each available invocation, the benefits of each, as well where some might turn out poorly. Worthwhile reading for all involved in Invocation magic.

Finally, there is Psionics, My Experiences to Date, a player's long look at psionics, psionic powers, the classes, and the experience of playing with the system. For those considering building a psion, this will point out many of the hidden benefits of the class.

21
Other Games / My Games
« on: June 08, 2009, 02:06:23 PM »
Well, since I made this place I might as well start out. Currently, I'm mostly playing Demigod, Sword of the Stars, Civ 4: BTS, Enemy Territory: Quake Wars, and Company of Heroes. As you can probably tell from that list, I don't actually play RPGs much. I prefer RTS and FPS games above all others, especially FPS. It's the pace of the game, rather than anything else. Nice, easy to accomplish breakpoints rather than the 40+ hours of going through the Witcher or similar games. It's also a function of the limited time I have to game. Tends to be that I have so many things I want to do I bounce from one to the other, and a round or two of ETQW is a much better marker than 40 minutes of an RPG.

22
Character Builds / Prestige Class: War Mind
« on: June 08, 2009, 01:53:34 PM »
Brelani Eladrin 25 Cleric/5 Hierophant/10 War Mind

Starting Stats:

Str 22
Dex 20
Con 20
Wis 18
Int 14
Cha 16

Finished stats:

Str 22
Dex 20
Con 24
Wis 20
Int 14
Cha 20

Domains: Magic, Protection

BAB: +26 (four attacks per round)

Fort: 30
Reflex: 24
Will: 25

Feats:

Martial Weapon Proficiency, Weapon Focus: Scimitar, Improved Critical: Scimitar, Wild Talent, Power Attack, Automatic Silent Spell 1 and 2, Cleave, Divine Might, Divine Shield, Extend Spell, Extra Turning, Knockdown, Practiced Spellcaster, Silent Spell

Powers:

Offensive Prescience, Offensive Precognition, Steadfast Perception, Strength of my Enemy, Empathic Feedback, Vampiric Weapon

Hierophant abilities:

Blast Infidel, Faith Healing, Spell Power +2, 2x Spell-like ability (Greater Restoration and Implosion)


I couldn't decide between cleric and psychic warrior so I thought - why not the best of both worlds?

Effective level 29 caster, autocleave on all attacks, and free maximized heals? Yes plz.

23
Character Builds / Prestige Class: Thrall of Orcus
« on: June 08, 2009, 01:50:39 PM »
bwhahaha! perfect, playing a thrall of orcus right now:

anti-paladin 4 / thrall of orcus 10 / ocular adept 26

basic gist: anti-paladin's fear aura when used with palor of death is brutal it's a decent save creatures take at a -4, use your carrion stench to make the save even more difficult to make. . . Then take advantage of the fear to spam touch of death with impunity, with both fear and carrion stench the save is really difficult to make, especially multiple times. You can walk around to make creatures re attempt saves until they fail for carrion stench and fear.

Charisma. . . all charisma, touch of death is based on it, all your eye rays are based on it, your saves are boosted by it and of course you'll want divine might so it'll boost your damage.

Saves vs. spell with this build is just flat out wrong, spellcraft boosts the saves as well as charisma. He should only ever have to worry about rolling 1s versus most enemy casters.

I have only worked out up to 20, I'll add on 21-40 after I think about the feat progression some, the ocular adept bonus feat list is pretty slim so they shouldn't be tough, but I'm still tossing around thoughts on the general ones.

This build gets better in 2.3 since the ocular adept has a healthy spell book to have fun with in addition to all the eye beams.

Quote:
Race: Human
Starting Stats: 14str, 10Dex,12con,10int,14wis,16cha

Put all skill points into concentration (only 8 is needed can put rest elsewhere), spellcraft (hold until you can) and Lore.
Put all stat points into charisma

Anti-Paladin 1 Evil Brand, Thrall to Demon
Anti-Paladin 2
Anti-Paladin 3 Lich Loved
Anti-Paladin 4
Thrall of Orcus 1
Thrall of Orcus 2 Power Attack
Thrall of Orcus 3
Thrall of Orcus 4
Thrall of Orcus 5 Cleave
Thrall of Orcus 6
Thrall of Orcus 7
Thrall of Orcus 8 Toughness (Endurance in 2.3)
Thrall of Orcus 9
Thrall of Orcus 10
Ocular Adept 1 Divine Might
Ocular Adept 2
Ocular Adept 3
Ocular Adept 4 Extra Turning
Ocular Adept 5
Ocular Adept 6

24
Character Builds / Prestige Class: Tempest
« on: June 08, 2009, 01:49:00 PM »
It's similar to other builds but there are few diferences

Fighter/Weaponmaster/Tempest - Build

Race: Avariel

Stats:

STR:17
DEX:20
CON:10
INT:13
WIS:10
CHA:8

Skills: Max out: Discipline, Thumble and whatever you like


Feats:

1. Fighter - Weapon Focus(rapier), Dodge
2. Fighter - Expertise
3. Fighter - Mobility
4. Fighter - Spring Attack, +1 Strenght
5. Fighter - 4 to Intimidate
6. Fighter - Weapon Specialization(rapier), Whirlwind Attack
7. Weaponmaster - Weapon of Choice(rapier), Ki Damage
8. Weaponmaster - +1 Strenght
9. Weaponmaster - Ambidexterity
10. Weaponmaster - -
11. Weaponmaster - Superior Weapon Focus, Increased Multiplier
12. Weaponmaster - Two Weapon Fighting, +1 Strenght
13. Weaponmaster - Ki Critical
14. Fighter - -
15. Fighter - Power Attack, Improved Critical(rapier)
16. Tempest - +1 Strenght, Improved Two Weapon Fighting
17. Tempest - Two Weapon Defense, Cleave
18. Tempest - -
19. Tempest - Improved Two Weapon Defense
20. Tempest - +1 Strenght, Greater Two Weapon Fighting
21. Tempest - Epic Character, Great Strenght I
22. Tempest - Greater Two Weapon Defense
23. Tempest - Absolute Ambidexterity
24. Tempest - Great Cleave, +1 Strenght
25. Tempest - Supreme Two Weapon Fighting
26. Fighter - -
27. Fighter - Great Dexterity I, Overwhelming Critical(rapier)
28. Fighter - +1 Strenght
29. Fighter - Devastating Critical(rapier)
30. Fighter - Great Dexterity II
31. Fighter - Epic Weapon Focus(rapier)
32. Fighter - +1 Dexterity
33. Fighter - Great Dexterity III, Epic Weapon Specialization(rapier)
34. Fighter - -
35. Fighter - Two Weapon Rend
36. Fighter - +1 Strenght
37. Fighter - Improved Whirlwind Attack
38. Fighter - Epic Fighter
39. Fighter - Epic Prowess, *Weapon Finesse
40. Fighter - +1 Dexterity


Weapon Finesse - You could take that and max out DEX with items
and put the last point in DEX, or put all in STR
and take any other feat.
I prefer DEX because of AC.

FINAL STATS:

STR:25
DEX:26
CON:10
INT:13
WIS:10
CHA:8


Good: This guy is a killing machine, High AB, plenty of attacks, crit threat range(13-20x3, 10-20x3 wit keen rapiers), Devastating Critical

Bad: Very low HP (Should be raised with items, Boots of Striding etc.)
Low AC, With HOTU equipment 55

But I think you'll kill just about anything before your health drops to zero!

Tell me what you think!

25
Character Builds / Prestige Class: Spellsword
« on: June 08, 2009, 01:47:14 PM »
Heh my first real non-powergaming build with the prc

Gnome Wizard/SpellSword
Neutral Good
Str 10
Dex 16
Con 14
Int 16
Wis 10
Cha 8

School: Transmutation
Skills: Concentration, Craft Weapon, Craft Armor, Lore, Spellcraft
Feat at first level: weapon prof simple
Spells at first level: Magic weapon, shield,true strike, sleep, protection: alignment, endure elements

At level 2 wizard
Spells: ray of enfeeblement, identify

Level 3 wizard
Spells: Death Armor, ghostly visage
Feat: Armor prof light

Level 4 wizard
Dex + 1
Spells: Bulls strength, Flame Weapon

Level 5 wizard
Feat: Combat casting
Spells: Greater magic weapon, displacement

Level 6 wizard
Spells: Haste, Dispell
Feat: Weapon prof martial

Level 7 wizard
Spells: Stoneskin, elemental shield

Level 8 wizard
Dex + 1
Spells: Minor globe of invulnerability, enervation

Level 9 wizard
Feat: Armor Prof medium
Spells: Energy buffer, lesser spell mantle

Level 10 wizard
Spells: Feeble mind, dismissal
Feat: Craft Wand

Level 11
Spells: Tensers transvestation, ethereal visage

Level 12 wizard
Int + 1
Feat: armor prof Heavy
Spells: Globe of invulnerability, True seeing

Level 13 Spellsword level 1

Level 14 Spellsword level 2
Feat: weapon finess

Level 15 spellsword level 3
Feat: weapon focus rapier

Level 16 spellsword 4
Int + 1
free skill point to place where ever... I saved them up for tumble

Level 17 spellsword 5

Level 18 spellsword 6
Feat: improved crit rapier

level 19 spellsword 7

Level 20 spellsword 8
Int + 1

Level 21 spellsword 9
Feat: epic weapon focus rapier

Level 22 spellsword 10

Level 23 wizard, no more spellsword levels...
Spells:protection from spells, spell mantle (yeah I know I could take them from a higher level but I didnt want to powergame this character)

level 24 wizard
spells: shadow shield, mantle of egregious might
Feat: craft magical arms and armor

level 25
Spells: premonition, greater spell mantle
Arcane defense illusion (i kept failing my saving throws against those damn instadeaths lol)

level 26
Spells: mindblank, mass hold monster

level 27
Spells: Banishment, energy immunity
Feat: improved initiative

level 28
Dex + 1
Spells: mass hold person, wall of greater dispell

level 29
spells: mord sword, prismatic spray

level 30
spells: Bigbys forceful hand, greater spell breach
feats: great int 1, practised spellcaster

level 31
spells: bibgys interposing hand, flesh to stone

level 32
Dex + 1
spells: mods disjunction, energy drain

level 33
spells: bigbys clenched and crushing
feats: superior intiative, greater int 2

level 34
spells: bigbys grasping hand, mass blind/deaf

level 35
spells: greater stoneskin, greater heroism

level 36
Dex + 1
spells: mass contagion, timestop
feats: improved combat casting, epic prowess

level 37
spells: greater sanctuary, sunburst

level 38
spells: nybors stern reproof, power word stun

level 39
spells: greater dispell, disintegrate
feats: spell penetration, blind fight

level 40
spells: legions curse of impending blades, bestow curse


all in all it was hella fun to play

26
Character Builds / Prestige Class: Sanctified Mind
« on: June 08, 2009, 01:46:28 PM »
This build is a tank that can use its mindblade abilities to weaken its enemy while also having a good shot at placing a critical hit.
When fighting enemies immune to critical hits, Deep Impact and Psychic Strike will be your main attacks.

Soulknife(30), Fighter(4), Sanctified Mind(6)
Troll
Alignment: non-evil

Starting Stats
STR: 14 + 12 = 26
DEX: 12 + 4 = 16
CON: 14 + 12 = 26
INT: 14 - 4 = 10
WIS: 15 - 2 = 13
CHA: 8 - 4 = 4

01: Soulknife(1): Power Attack
02: Soulknife(2)
03: Soulknife(3): Cleave
04: Soulknife(4): STR+1, (STR=27)
05: Soulknife(5)
06: Soulknife(6): Psionic Meditation
07: Fighter(1): Great Cleave
08: Fighter(2): STR+1, Blind Fight, (STR=28)
09: Fighter(3): Iron Will
10: Fighter(4): Improved Critical: mindblade
11: Sanctified Mind(1)
12: Sanctified Mind(2): STR+1, Psionic Weapon, (STR=29)
13: Sanctified Mind(3)
14: Sanctified Mind(4)
15: Soulknife(7): Deep Impact
16: Soulknife(8): STR+1, (STR=30)
17: Soulknife(9)
18: Soulknife(10): Weapon Specialization: mindblade
19: Soulknife(11)
20: Soulknife(12): STR+1, (STR=31)
21: Soulknife(13): Overwhelming Critical: mindblade
22: Soulknife(14)
23: Soulknife(15)
24: Soulknife(16): STR+1, Devastating Critical: mindblade, (STR=32)
25: Soulknife(17)
26: Soulknife(18)
27: Sanctified Mind(5): Epic Damage Reduction I
28: Soulknife(19): STR+1, (STR=33)
29: Soulknife(20)
30: Soulknife(21): Epic Damage Reduction II
31: Soulknife(22)
32: Soulknife(23): STR+1, Epic Damage Reduction III, (STR=34)
33: Soulknife(24): Epic Weapon Focus: mindblade
34: Soulknife(25)
35: Soulknife(26): Epic Weapon Specialization: mindblade
36: Soulknife(27): STR+1, Epic Prowess, (STR=35)
37: Sanctified Mind(6)
38: Soulknife(28)
39: Soulknife(29): Toughness, Armor Skin
40: Soulknife(30): STR+1, (STR=36)

Ending Stats
STR: 36
DEX: 16
CON: 26
INT: 10
WIS: 13
CHA: 4

Hitpoints: 548
Skillpoints: 164
Saving Throws (Fortitude/Will/Reflex): 30/21/26
BAB: 27
AB (max, naked): 40 (melee), 30 (ranged)
AC (naked): 29
Spell Resistance: 45 (from the Sanctified Mind)

Mind blade: Keen, Mindcrusher, Soulbreaker

Concentration(40), Discipline(37), Spellcraft(40), Tumble(43), Lore(4)

27
Character Builds / Prestige Class: Sacred Fist
« on: June 08, 2009, 01:45:08 PM »
King Solomon

"You wanted wisdom? Well I got plenty to spare"

Githzerai
Neutral-Good
Druid 14/Sacred Fist 8/Red avenger18

STAT
STR 10
DEX 20
CON 14
WIS 18 (+10 +8 = 36)
INT 12
CHA 8

Progression:
1 Druid(1) Improved Unarmed Strike
2 Druid(2)
3 Druid(3) Intuitive Attack
4 Druid(4)
5 Druid(5)
6 Druid(6) Dodge
7 Druid(7)
8 Druid(8)
9 Druid(9) Combat Casting
10 Druid(10)
11 Druid(11)
12 Druid(12) Stunning Fist
At this point you'll need 8 ranks in Lore
13 SF(1)
At this point you'll need 8 ranks in Tumble and Listen (cross-class)
14 RA(1)
15 SF(2) Practiced spellcaster: Druid
16 SF(3)
17 SF(4)
18 RA(2) Iron Fist**
19 RA(3)
20 RA(4)
21 RA(5) G-wis1
22 SF(5)
23 RA(6)
24 RA(7) G-wis2
25 RA(8)
26 RA(9)
27 Druid(13) G-wis3
28 RA(10)
29 RA(11)
30 RA(12) G-wis4
31 RA(13)
32 SF(6)
33 RA(14) G-wis5, G-wis6*
34 RA(15)
35 RA(16)
36 SF(7) G-wis 7
37 SF(8)
38 RA(17)
39 Druid(14) Dragon Shape
40 RA(18) G-wis8*
*-Red Avenger bonus feat
**-Non essential feat, can be replaced easily with perhaps a meta-magic or spell penetration


Skills
Concentration 31 (On druid)
Discipline 43 (RA/SF)
Listen 8(Cross-Class, required for RA)
Lore 40 (On druid. How come it's a prerequisite for SF and it's not a class skill?)
Spellcraft 42 (Druid/SF)
Tumble 43 (RA/SF)

Naked
HP:315(max 400)
AC: 25
AB: 39/34/29/24
1-10(20/x2)

-Saves:
Fort 28
Ref 27
W 36

In dragonform (choose red ) + Owl's Insight + Sacred flame:
AC: 51
AB: 57/52/47/42
2-16+19(20/x2)
+ 27 divine/fire damage

-Saves:
Fort 37
Ref 35
W 26


Obviously, this build uses a LOT of wisdom (and no, using monk would be VERY cheesy, and boring),
as it's vital for the Red Avenger's abilities,
it's: 36(natural)+12(owl's insight) * 2(free Ki) = 38 WIS mod (!).

What else? Spellcasting as level 26 druid (with 4 epic spells), nice extra damage, speed boost and a little more armor from the Sacred-Fist
and quite a good healing, saves and skill checks from Ki abilities.
Also you CAN wear medium armor and a tower shield (But no weapon though or you'll lose sacred flame),
it will make your unarmed damage 1d3, but it wont matter once you become a dragon (or an elemental).

28
Character Builds / Prestige Class: Orc Warlord
« on: June 08, 2009, 01:43:18 PM »
Build: Orc Warchanter
Race: Tanarukk.
Classes: Barbarian 12+/Orc Warlord 5/Dragonsong Lyricist 10.
Alignment: Chaotic Neutral.
Initial Stats: Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 11.

Description

Nothing strikes fear into the enemy more than an orcish army
led into battle by an Orc Warchanter. With gutteral cries,
echoing a thousand tribal songs, the Warchanter whips the
troops into a frenzy, bellowing animalistically and banging
their shields in a dreadful cacophony, awaiting the order
to charge at their foes and tear them to shreds.

Notes

I have left levels 28 and over (barbarian levels) intentionally
blank, since there are many possibilities. For example, you
could take knockdown and improved knockdown, bowling over
powerful foes so your horde can rain their axes down upon them.

Lvl:
(Barbarian)
1. Skills: Disc 4, Lore 4, Taunt 4, Int 4, Conc 2.
Feats: Luck of Heroes.
2. Skills: Disc 5, Int 5, Taunt 5, Perform 1.
3. Skills: Int 6, Conc 3, Perform 2.
Feats: Blood of the Warlord.
4. Stats: Cha +1.
Skills: Int 7, Perform 3, Persuade 1.
5. Int 8, Perform 4, Persuade 2.
(Orc Warlord)
6. Skills: Lore 5, Persuade 3.
Feats: Intimidating Rage.
7. Skills: Disc 6, Perform 5.
8. Stats: Cha +1.
Skills: Disc 7, Persuade 4.
9. Skills: Disc 8, Perform 6.
Feats: Dragonsong.
10. Skills: Disc 9, Persuade 5.
(Barbarian)
11. Skills: Conc 4, Perform 7, Disc 10.
12. Stats: Str+1
Skills: Conc 5, Disc 13.
13. Skills: Perform 8, Disc 16.
Feats: Dodge.
14. Skills: Disc 17, Tumble 2.
15. Disc 18, Perform 9, Tumble 3.
Feats: Improved Initiative.
16. Stats: Str +1.
Skills: Disc 19, Search 2.
17. Skills: Disc 20, Perform 10, Tumble 4.
(Dragonsong Lyricist)
18: Skills: Disc 21, Jump 2.
Feats: Dragonsong Focus.
19: Skills: Disc 22, List 2, Spot 1.
20: Stats: Str +1.
Skills: Disc 23, Tumble 6.
21: Skills: Disc 24, Tumble 8.
Feats: Greater Dragonsong Focus.
22: Skills: Disc 25, Tumble 10.
23: Skills: Disc 26, Tumble 12.
24: Stats: Str+1.
Skills: Disc 27, Spot 3.
Feats: Epic Dragonsong Focus.
25. Skills: Disc 28, Tumble 14.
26: Skills: Disc 29, Search 4.
27: Skills: Disc 20, Tumble 15, Search 5.
Feats: Superior Initiative.
(Barbarian 28+)

At lvl 27 you have 4 attacks, 20 strength, an Intimidating Rage aura of fear,
and all the epic dragonsongs: Strength, Healing, Speed, Fear, Compulsion,
with highly augmented (+6) DCs for Fear and Compulsion. You have the
Orc Warlord gather greater horde (4 orcs of your choice), and several
Warlord feats to rally them, including Final Rage. The gathered horde orcs
are around half your current character level (updated every few levels).

29
Character Builds / Prestige Class: Oozemaster
« on: June 08, 2009, 01:38:31 PM »
Sorack
-Sorack the Engulfer

Born underground, Sorack grew among the vermin and oddities not welcome in the light of day. Finding companionship only among those nightmarish shapes, he grew to emulate them in more and more explicit ways.
His exceptional intelligence (by...Minotaur standards at least) allowed him to glean -albeit slowly - arcane bits of knowledge and lore he might find scattered around.

Now he is even more of an oddity than the Oozes he grew to love so much. Too intelligent to reman alone underground, and too disgusting for the light of day, he is slowly driving himself mad, attacking any and all who approach him. And a fearful attack it is, as he splits and twists, melting and reforming into dozens of copies of himself, only to charge and blend back together around his foe, ingesting them alive.

Wizard 20, Oozemaster 10, Arcane Duelist 10
-Minotaur (I don't usually like using a 'strong' non-standard race in a contest build, unless it really fits the character. This one fits the character, and I don't think a Minotaur (-4 INT) is very munchkin for a wizard ).

STR 23 -> 26
DEX 14 -> 14
CON 18 -> 18

INT 12 -> 20
WIS 08 -> 08
CHA 06 -> 03 (should be 1, but NWN doesn't allow less than 3)

HP: 336 (400 Max: 80 wizard, 80 oozemaster, 80 Arcane Duelist, 160 CON bonus)
AC: 27 Naked (10 base, 5 Racial, 2 Dex, 8 Tumble, 2 Armor Skin. Boosting Charisma boosts AC) (cannot function in armor or shields)

Attack: 34+29+24 with Mundane Greatsword
Damage: 2-12+8 (17-20 x2)

FORT 25
REF 20
WILL 21

Skills:
43 Concetration, Lore, Spellcraft,
40 Tumble, Intimidate
-Misc, perform, open lock

Noteworthy Feats
-Devestating Critical: Greatsword
-Skill Focus: Lore (1 extra epic spell slot)

Combat: Dangerous. Very very dangerous with a greatsword, even a mundane one. An acceptable attack bonus (which can be boosted through spellcasting), combined with Devestating Critical at 17-20, combined with Flurry of Swords. 10x per day, this character can create a mass of critical-hit-immune blind-fighting oozey dev-criting minotaurs. 3 Attacks per round with half a dozen attackers is dangerous against anything susceptible to critical hits. With a heavy weapon and high strength, even those who don't fall to criticals are still taking a heavy stream of damage. Slap on an extended-premonition and mantle, and start applying true strikes? If Sorack can hit it, it won't last long.
-A nymph cloak or potion of Eagles splendor is a quick AC boost, thanks to the Arcane Duelist levels.

Spellcasting: 9th level wizard casting, 5 spell slots a day for most levels of spells, extend-spell meta magic, and epic spellcasting with 5 epic spells per day.
-Nothing new or exciting in spellcasting. Focus mainly on self buffs and thigns of that nature. Flame weapon + Greater Magic Weapon + Premonition + Mantle of Egregious Might + Flurry of Swords = 1 fresh corpse.

Summary: High hitpoints for a spellcaster, and the potential to find some very neat tricks between dev-criting, casting, and arcane duelist abilities. As good of spellcasting as you could hope for, but lacking severly in spell penetration, it's best to stick to booster spells rather than attacking with them.

Much more fun to think about than the reality of NWN's engine. A minotaur sized Ooze with the capability to temporarily split into 4-7 copies of himself, flowing and melting around his opponent

30
Character Builds / Prestige Class: Minstrel of the Edge
« on: June 08, 2009, 01:36:17 PM »
Singer of Songs

The purpose of this character is to be capable of having the greatest number of musical spells in effect similtaneously: 1 Bard Song, 1 Curse Song, 1 Dragonsong, 2 Minstrel of the Edge Songs = 5 songs!

Female Pixie Chaotic Good Bard 20 / Minstrel of the Edge 10 / Dragonsong Lyricist 10

Starting Attributes:
STR (8-4=)4 / DEX (14+8=)22 / CON 10 / INT (14+6=)20 / WIS (8+4=)12 / CHA (18+6=)24

Level 40 Attributes:
STR 4 / DEX 22 / CON 10 / INT 20 / WIS 12 / CHA 34

Armor Class: (10+6+1+1=)18
Damage Reduction: 10/+1
Base Attack: (7+10+10=)27
Attack Bonus (Using Finesse) (27+6+1): +34/+29/+24/+19
Fort/Refl/Will: (3/7/7+7/3/7+0/6/1+10/10/10=)20/26/25
Spell Resistance: (15+40=)55
Max Hit Points: (6*20+8*10+6*10=)260

Special Abilities:
- Armor Proficiency (Light)
- Armor Proficiency (Medium)
- Artist
- Bard Song (24/day)
- Curse Song
- Damage Reduction 10/+1
- Darkvision
- Dodge
- Dragonsong
- Dragonsong Focus
- Epic Dragonsong Focus
- Extra Music
- Fey
- Greater Dragonsong (song of compulsion)
- Greater Dragonsong (song of fear)
- Greater Dragonsong (song of healing)
- Greater Dragonsong (song of speed)
- Greater Dragonsong (song of strength)
- Greater Dragonsong Focus
- Greater Minstrel Song
- Greater Spell Penetration
- Light Armor Spellcasting
- Lingering Song
- Minstrel Song (Aegis Melody)
- Minstrel Song (Blinari's Reverberant Defense)
- Minstrel Song (Hymn of the Eagle)
- Minstrel Song (Quiet Melody)
- Minstrel Song (Requiem of the Resonant Blade)
- Natural Armor Bonus 1
- Practiced Spellcaster (Bard)
- Shield Proficiency
- Skill Affinity (Listen): +2 racial bonus to Listen checks
- Skill Affinity (Search)
- Skill Affinity (Spot)
- Skill Focus (Perform)
- Small Stature
- Spell Ability - Confusion: Can cast once per day as level 4 once per day
- Spell Ability - Entangle: Can cast once per day as level 8 once per day
- Spell Ability - Invisibility: Can cast as level 8 at will
- Spell Ability - Lesser Dispel: Can cast once per day as level 8 once per day
- Spell Ability - Polymorph Self: Can polymorph once per day
- Spell Penetration
- Spell Resistance 15+
- Weapon Finesse
- Weapon Proficiency (Martial)
- Weapon Proficiency (Simple)

Skills: (23*9+10*9+10*9=)387 points
- Concentration: 43
- Discipline: (43-3=)40
- Jump: (5-3+2=)4
- Listen: (43+1=)44
- Lore: (43+5=)48
- Perform: (43+12+3+2+2=)62
- Persuade: (43+12=)55
- Spellcraft: (38+5=)43
- Tumble: (43+6+2=)51
- Use Magic Device: (43+12=)55

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