Author Topic: Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood  (Read 2283 times)

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0


               Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood

'Posted

(from nwn.wikia.com/wiki/Bonds_of_Blood)

Bonds of Blood is a Neverwinter Nights module that has taken 19 months and over 7500+ (creator) hours to create, before it was released on September 1, 2004. An additional 3000+ (team members) hours has been invested in testing, creating creatures, and creating items for this world.

Those entering this new world should forget everything known about Neverwinter Nights. Neverwinter Nights was not designed for large persistent worlds. It was not designed for player versus player activity. And it is based on the D&D 3.0 ruleset, which has been dramatically improved in the D&D 3.5 ruleset, which this module is based upon. All spells, creatures, items, weapons, classes, new rules, Neverwinter features, etc. have been created/modified to D&D 3.5 specification. This ensures balance and offers an experience that is as close to D&D 3.5 as could be accomplished within Neverwinter Nights.

This world uses many new technologies. To list a few, there is a new AI system, a new spawn system, a new dynamic area population system, a new battle system, and a lot of anti-cheat systems. The AI system makes bosses more life-like, using better tactics in combat, and is more efficient than the original Neverwinter AI. This
world also features a new spawn system, which is dramatically more efficient than the Neverwinter spawn system and is among the better spawn systems created by the Neverwinter Nights community. Because it is a persistent world, anew dynamic area populations system has been added to the module so that dungeons can be repopulated after being looted by a previous party.And finally, there is a new battle system that implements the surprise round in D&D that was not offered in original NWN. This system makes skills like listen, hide, spot, and move silently more valuable, as they should be.

The story of this world can be found in game. It includes the story of the chapter 1 module, called Narc's Tale of Seven Dragons, and how chapter 2, Narc's Bonds of Blood, came to be. This module also included many influences from Norse, Greek, Roman mythology, from other cultures, the Holy Bible, and other games. The Latin language is also used in this world to add an old age feel to the experience.

This module has been designed with the Shadows of Undrentide and Hordes of the Underdark expansion packs. The Hordes of the Underdark features are used in character level 20+ areas. The Shadows of Undrentide features are mixed into the low level areas. This module requires both expansion packs and the 1.69 patch.


               
               

               


                     Modifié par Carcerian, 26 juin 2012 - 02:08 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #1 on: June 26, 2012, 08:47:22 am »


               

Server Name: Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood

Created by: Narcissus (DM Narc)

Admin/Development: Phann & BoB DM Team

Game Type: Role-Play

Setting: "The Lands of Termes", an original game world continued from "Chapter 1: Narc's Tale of Seven Dragons"

Max Players: 64

Levels:1-40 (starting level 2)

Local Characters: No

Enforce Legal Characters: Yes

Item Level Restrictions: Yes

PVP Mode: FULL (with limit of 8 level difference outside arenas or faction areas)

Requirements: NWN 1.69 + SoU + HotU

Direct Connect Address: 24.19.240.46:5121

Reboot: 8 AM/PM PST

Community : "A small, close knit group of friends, bonds forged through the fires of one of the most challenging modules NWN has ever seen" (quoted from BoB player)


External Links:

Forum: narcsbondsofblood.freeforums.org

Wiki: nwn.wikia.com/wiki/Bonds_of_Blood

Carcerian's Fan Content Override: ftp://neverwintervault.org/rolovault/projects/nwn1/other/1336/TermesPlayerPack169Vc.7z' class='bbc_url' title='External link' rel='nofollow external'>Termes Player Pack


               
               

               


                     Modifié par Carcerian, 03 décembre 2014 - 10:22 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #2 on: June 26, 2012, 08:48:14 am »


               Player's Handbook

Server Rules
The server rules of the persistent world Bonds of Blood have been established to ensure fair play. This world is high magic, encourages roleplay, has high action, puzzles, and balance, and most importantly is fun.

At times a player may question why a new or old feature works in a certain way. Or a player may question why there are so many restrictions. The creator, Narcissus, asks for trust on this. Narcissus has been building modules for a few years now and knows most of the exploits, cheats and bugs in Neverwinter Nights.

If a player finds a bug, exploit, cheat, or unbalance, or finds that someone is cheating, they are asked to take a screenshot and send their findings to dmsofbob@yahoo.com


Bannable violations
Upon breaking any of these rules a player will be removed from the newsgroup and be CD-key banned from all Narc servers.

Bannable violations includes all exploits, ways to gain infinite gold, infinite experience, infinite spells, walking through walls, using third-party software to cheat, purposely crashing the server, personal threats to a player, sexual harassment, negative comments to the DM, lying to the DM, being a witness to an exploit and not saying anything, etc.


Punishable violations
Upon breaking any of these rules a player's character will be docked 3 or more levels. On the second offense half the character's levels and/or half of their gold and/or items with be removed. On the third offense, a player will be banned. These include any cheats, using the standard pickpocket option and not the new pickpocket action item, taking advantage of a bug and not reporting it to the DM, etc.

For annoying the DM, a player's character can be docked 1 level. Do not ask the DM for hints, directions, character adjustments, alignment adjustments, or for items.


Alignments
All characters are expected to act appropriate to their alignment. Alignments are not adjusted in this world unless for roleplay reasons, due to some multi-class exploits. Instead an experience penalty system is used.

Good-aligned characters are obligated to follow a general moral code known as the "common law". The code stipulates the following.
  •     Be compassionate to the weak.
  •     Do not lie.
  •     Do not steal.
  •     Do not commit acts of lust.
  •     Do not hurt or murder the weak and the innocent.
PvP
PvP is also known as CvC, Character vs Character. It is fine to kill another player character (PC) when the target is eligible for PvP. If a PC is killed and is not eligible for PvP, then the killer will suffer a penalty equal to the death penalty. The victim will suffer no death penalty.

A player's character becomes eligible for PvP by any level PC if the player activates the intimidate action, bluff action, counterspell, pickpocket, or scry device on another player's character. If a PC enters a faction’s headquarters (behind their gate), then the PC will be eligible for PvP by any level PC. If a PC kills any other PC, they will be eligible for PvP by any level PC. If a PC declares war on any faction, the player becomes eligible for PvP by any level PC. If a PC is in a designated PvP zone for faction wars, then they will be eligible for PvP by any level PC. If the victim of PvP is at least half the level of the killer, then the victim is eligible for PvP. For example, if the a level 4 PC kills a level 2 PC, then the level 2 PC is eligible, but if a level 4 PC kills a level 1 PC, then the level 1 PC is not eligible for PvP (unless one of the above conditions apply).

Once a PC becomes eligible for PvP, it remains eligible until the server reboots. Use the PvP Device to detect if a PC is eligible for PvP. A flag will be shown above an eligible target's head. While being attacked by a hostile, low-level, ineligible PC, activating the PvP Device on that PC will cause that PC to become eligible for PvP.


Names and descriptions
Player and character names are not allowed to be blank or contain swear words. Player names, character names, and character descriptions are not allowed to have abnormal characters or anything inappropriate.


Factions
Many factions exist in the Land of Termes. Two types of factions exist that a PC may join — one for alignment, and one for race. Factions include an evil alignment faction, a neutral/good alignment faction, and human, halfling, half-orc, elf, half-elf, dwarf, gnome, and monster racial factions. Official faction members can teleport to their faction. They also get access to free bed rolls, treasure, and other special items.


Faction Membership
To join a faction, a PC must find a faction that matches his race or alignment and speak to its members about becoming a recruit. (If there are no members, then he can unofficially claim the faction as his own.)

To become an official faction member, a PC must complete a special quest that can only be done at a level 10+ area. This quest will require defeating a powerful creature and taking its remains back to the faction's altar to be used in a ceremony to anoint the player. During the ceremony, or anointment, there must be four witnesses of the faction's race/alignment present. If the ceremony is successfully completed, the PC will gain a faction rune. Until a PC has completed the faction quest, he is considered an unofficial member.

PCs may belong to both a race-based faction and an alignment-based faction.

Faction Leadership
To become a faction leader, a PC must be anointed at the faction's altar a second time. During this ceremony, seven witnesses of that faction must be present. Each witness must possess that particular faction's rune. The leader must also possess the faction's rune and have completed the faction quest a second time and have the special quest item. The leader will gain a rune that can remove faction runes from players of his faction. The leader rune also gives exclusive access to some locked areas.

To remove a leader, a challenger (possibly a group of challengers) must defeat or assassinate the leader (logging out is considered forfeiture), and there must be a majority vote to remove the leader from his position within 24 hours of the leader's death (with screenshot). There must be a minimum of seven votes to remove the leader. If this occurs, the leader must relinquish his rune and the the PC is not allowed to get another leader rune for one week; if either rule is broken all of that player's characters will be deleted.

To keep a faction active, a faction leader should appoint PCs to be his second-in-command, spiritual leader, military leader, etc.

Faction Duels
Factions may duel at the Locus Pugnae to resolve disputes or to prove their strength. The Locus Pugnae is designed for a capture-the-flag match. The twist is that if a team member dies, he gets placed in the other faction's jail, which can only be opened with a lever outside of the jail.

Factions should wager gold and items on the match to make it more meaningful and interesting.
               
               

               


                     Modifié par Carcerian, 27 juin 2012 - 07:29 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #3 on: June 26, 2012, 08:49:46 am »


               Subraces:

Each playable race has several subraces available in the persistent world Bonds of Blood, each with its own benefits and drawbacks. Some even have special properties that are not standard aspects of NWN.
  • Aquatic subraces have no need for air and operate underwater without penalty. In addition, they are immune to drown spells.
  • Large-sized subrace models (Ettin, Giant, Hag, Minotaur) get -2 AC due to their size, and weapons count as one size catagory lower, allowing dual wield of all but neverwinter's largest weapons, such as Greatswords, who doing less damage as they are concidered large one-handed weapons, but may be used with shields or smaller offhand weapons. Large model races are also concider all targets to be one sized smaller for feats such as Knockdown, etc.
  • Light sensitive subraces suffer a standard penalty in daylight. The standard penalty is -1 from reflex saves, -1 from attack bonus, and -1 AC. This penalty can be found on armor and weapons.
'Posted

Human Subraces:
  • Aasimar receive +2 wisdom, +2 charisma, -2 dexterity, darkvision, +2 listen, +2 spot, and 5/- resistance to acid damage.
  • Elders receive +2 wisdom and -2 strength. (reduced movement)
  • Tieflings receive +2 dexterity, +2 intelligence, -2 charisma, darkvision, +2 bluff, +2 hide, and 5/- resistance to fire damage.
Dwarven Subraces:

All dwarves receive +4 discipline as a racial bonus.
  • Deep Dwarves are light sensitive, amd receive +2 universal saves and +3 to saves versus poison.
  • Gray Dwarves are light sensitive, and receive -2 charisma, +1 listen, +1 spot, +4 move silently, and immunity to paralysis.
Elf (and half-elf) Subraces:
  • Aquatic elves are fully aquatic (no penalties underwater) and receive +2 constitution, -2 intelligence, plus darkvision.
  • Drow are sensitive to light and receive +2 intelligence, +2 charisma, darkvision, and +2 to will saves.
  • Gray elves receive +2 intelligence and -2 strength.
  • Wild elves receive -2 intelligence and +2 constitution (which cancels the constitution penalty for being an elf).
  • Wood elves receive +2 strength and -2 intelligence.
Gnome subraces:
  • Forest gnomes receive +6 hide, +4 move silently, and -2 strength.
  • Svirfneblin receive -4 charisma, -2 strength, +2 dexterity, +2 wisdom, +2 lore, +2 hide, +2 search, +2 listen, darkvision, and +2 universal saves.
Halfling Subraces:
  • Deep halflings are sensitive to light and receive +2 appraise, +2 craft weapon, +2 craft armor, +2 craft trap, and +2 lore.
  • Tallfellows receive +2 search, +2 spot, +2 listen, and -2 move silently.
Half-orc subraces:
  • Deep orcs are sensitive to light and receive +2 strength, 5/- resistance to fire, 5/- resistance to cold damage, +2 craft weapon, and +2 craft armor.
  • Tribal orcs are sensitive to light and receive +2 wisdom, and -2 intelligence.
Monster Faction races

Large monster races: (Large monster races are only available to half-orcs. Those who use large models have -2 AC plus reduced weapon sizes and KD requirements)
  • Annis hags must be female and receive +4 strength, -2 charisma, +2 listen, +2 spot, -4 hide, -4 move silently, darkvision, and +4 grapple. They count as being large-sized.
  • Bugbears are sensitive to light and receive +2 strength and +2 dexterity.
  • Ettins must be male and receive +4 strength, -4 intelligence, +2 listen, +4 search, +2 spot, -4 hide, -4 move silently, and +4 grapple. They count as being large-sized.
  • Giants receive +4 strength, -2 dexterity, +4 constitution, -2 intelligence, -4 hide, -4 move silently, and +4 grapple. They count as being large-sized.
  • Gnolls receive +2 strength.
  • Lizardfolk are partially aquatic (undrestricted movement, x2 breathing time underwater) and receive +2 constitution.
  • Minotaurs receive +4 strength, +2 constitution, -2 intelligence, -4 hide, -4 move silently, darkvision, and +4 grapple. They count as being large-sized.
  • Orcs are sensitive to light and receive +2 strength and -2 wisdom.
  • Troglodytes receive -2 strength, -2 dexterity, +4 constitution, +6 hide, and darkvision.
Medium monster races: (Medium monster races are only available to humans.)
  • Dryads must be female and receive +2 dexterity, +2 charisma, -2 strength, +1 hide, +1 move silently, and +6 animal empathy.
  • Githyanki receive +2 dexterity, +2 constitution, -2 wisdom, and darkvision.
  • Githzerai must have a neutral alignment and receive +2 dexterity, -2 intelligence, +2 wisdom, and darkvision.
  • Hobgoblins receive +2 dexterity, +2 constitution, -4 intelligence, +4 move silently, and darkvision.
  • Hound archons must be male and lawful good; they receive +2 strength, +2 wisdom, +2 charisma, -2 dexterity, darkvision, +1 saves versus poisons, and 10/- electrical resistance.
  • Lycans must be chaotic evil, are sensitive to light, and receive +2 wisdom, -2 intelligence, +4 animal empathy, +1 hide, +1 listen, +1 move silently, +1 spot, +4 search, darkvision, +2 will saves, and 5/+1 damage reduction.
  • Rakshasa must be lawful evil and receive +4 intelligence, +4 charisma, -2 dexterity, +4 bluff, and darkvision.
  • Succubi must be female and chaotic evil; they receive +4 charisma, -2 strength, darkvision, and 20/- electrical resistance.
  • Yuan-ti receive +2 dexterity, +2 charisma, -2 constitution, +2 listen, +2 spot, and darkvision.
Small monster races: (Small monster races are only available to halflings and have increased weapon size)
  • Children receive +1 hide, +1 move silently, +1 pickpocket, +1 perform, and -1 listen.
  • Goblins receive -2 charisma, +4 move silently, and darkvision.
  • Kobolds are sensitive to light and receive -2 strength, +4 hide, +2 craft trap, +2 search, and darkvision.
  • Pixies must be female and receive -4 strength, +4 dexterity, +2 intelligence, +2 charisma, +2 listen, +2 search, +2 spot, 5/- cold resistance, and spell resistance 10.

               
               

               


                     Modifié par Carcerian, 28 juin 2012 - 12:49 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #4 on: June 26, 2012, 08:50:43 am »


               Base classes

Barbarians
At level 5, barbarians get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated, the activator becomes immune to sneak attacks for 3 rounds, plus 1 round for every 3 levels in any of the classes that can qualify for improved uncanny dodge.

At level 15, barbarians get indomitable will. This ability gives the barbarian +4 to his will saves.
Bards

Bards have the spell failure caused by wearing armor reduced 10%. In addition, the bard song progression has been modified to combine all bard abilities with positive effects. Furthermore, bards have the ability to scry for information as a wizard or sorcerer (see wizards and sorcerers).

Clerics
Cleric domain spell-like abilities do not fulfill the requirement to use a scroll because they are handled differently in the engine than normal spells.
  • Animal: The cleric's hold person spell can also hold animals.
  • Death: The cleric can instantly kill any creature, within arm's reach, with fewer hit points than the cleric's roll of (cleric's level)d6. The cleric must make a successful melee touch attack prior to this attempt.
  • Protection: The cleric can gain a +1 bonus to all saves for 1 turn per cleric level.
  • Strength: The cleric can gain a +1 bonus to damage for 1 turn per cleric level.
  • Trickery: The cleric can gain a +4 bonus to hide, move silently, and search for 1 turn per cleric level.
  • War: The cleric can gain a +1 attack bonus for 1 turn per cleric level.
Druids
Druids have been changed in several ways from the default, with alterations to their spellbook, animal companions, animal empathy skill, and wild shape. Of these, the changes to the spellbook are the simplest, with the summon creature I-IX spells changed to nature's ally I-IX.

The progression of animal companions has been changed from gaining 1 hit die for every druid level to gaining 2 hit dice every 3 druid levels. In addition, also at every third level, the animal companion gains +2 armor class, +1 strength, and +1 dexterity. Additional benefits at various druid levels are the following.

Druid 1:
    Defensive spells can be shared. If the animal companion is very close to its master when the master casts a self-targeted buff/protection spell that can be used on other people, then the animal companion also gains the effects of the spell.
Druid 3:
    All animal companions get evasion.
Druid 6:
    All animal companions get a +4 bonus to their will saves.
Druid 9:
    All animal companions get an additional attack per round.
Druid 15:
    All animal companions get improved evasion.

Furthermore, druids can change their animal companions at will by using a special tool given to members of the class.

The animal empathy skill has been expanded to allow "true domination", which allows a druid (or ranger or shifter) to capture dominated animals for use at a later time. This is accomplished by first dominating the animal with a standard animal empathy check, then succeeding in a second (non-standard) check that is triggered by using a special item. The DC of this second check is either 26 + the animal's hit dice or 30 + the magical beast's hit dice. If this second check is successful, the animal will be placed in the druid's inventory. Animals in inventory can be summoned at any time, with a daily limit of such summonings equal to the summoner's wisdom modifier, capped at 9.

True domination can only be attempted on an individual animal once. Once the dominated animal is summoned and its work is complete, it must be released back to nature and can never be redominated again.

Wild shape has been altered to reflect the 3.5 edition of the Dungeons & Dragons rules. (Standard NWN is based on the 3.0 edition.) In addition, the spell-like abilities of the various forms have been restricted, with these abilities treated as level 9 spells and uses per day no longer infinite. For example, the spell-like abilities of the elemental shapes can be used once per day at druid level 16, twice at 17, and three times at 19.

The new forms are described as follows. The character's current armor and weapon item properties may merge with these forms.

  • Wild shape: HD 4 forms
  • Elemental shape:HD 16 Forms
  • Dragon shape: HD 32 forms

Monks
Monks gain no additional speed from monk speed after level 9. In addition, the empty body feat has been changed to produce a sanctuary effect once per day, with a DC of 10 + the monk's level/2 + wisdom modifier. This effect lasts 1 round per 4 monk levels.

As taking a single monk level to gain the monk AC bonus is seen by many as an exploit, this bonus has been limited. Any bonus in excess of the character's monk level is canceled out by a penalty on the character's armor. Single-classed monks are exempted from this penalty.

Paladins
At level 1, a paladin can detect if a creature is evil with an alignment-detection item.

Taking a single level of paladin for the save bonus is no longer an option. Divine grace is capped so that it will not provide a bonus larger than the paladin's class level. This is accomplished by canceling the excess bonus with a penalty on the character's armor. Single-classed paladins are exempted from this penalty.

Rogues
At level 8, rogues get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated the activator becomes immune to sneak attacks for 3 rounds, plus 1 round for every 3 levels in any of the classes that can qualify for improved uncanny dodge.

Rangers
At level 1, rangers may use the tracking ability to track enemies within natural terrain. This can be activated via the ranger's tracking device. For every 2 ranger levels, the ranger can track 1 more creature to a maximum of 10. The tracking roll is [ranger's level + wisdom modifier + 1d20] versus the [target's move silently rank + 1d20].

At level 9, rangers get +4 to their reflex saves.

At level 13, rangers get +5 to their hide skill.

At level 17, rangers can use their improved stealth mode item to emulate hide in plain sight. The difference between the shadowdancer's hide in plain sight and the ranger's hide in plain sight is that the ranger can only hide in natural terrain above ground. (See shadowdancers for more details.)

Rangers have a new feature called true animal domination. (See druids for more details.)

Ranger animal companions have been adjusted. (See druids for more details.)

Summon creature I-IV spells have been changed to nature's ally I-IV.

Wizards and sorcerers
Wizards and sorcerers (mages) have modified familiars and may select the type of familiar they summon at any time via their "companion tool". In addition, mages have been given the ability to craft golems and to scry for information.

Familiars get approximately half the hit points of their master and an attack bonus equal to their master's, plus the familiar's ability modifier. Their saves and skills are increased to their master's levels if the latter is higher, and their AC increases by 1 for every 2 master levels. The minimum intelligence of a familiar is five more than half its master's level. All familiars have improved evasion, and at level 11 they get spell resistance equal to their master's level plus five.

Familiars have the ability to share their masters' spells — when a mage casts a buff/protection spell that can target others on himself, the familiar will also get the effects of the spell, provided the familiar is close enough to the mage at the time. Familiars cannot be automatically healed via conversation, but must be fed an actual food item instead. If a familiar dies, its master will take 1d2 (non-lethal) damage per level.

In order to craft a golem, a mage must have a high enough caster level and high enough skills in spellcraft, craft weapon, and craft armor. They must also use a golem crafting apparatus, find a book with a golem recipe, have ingredients to craft the golem, and have enough gold for the supplies. For example, a level 1 golem may require 5 caster levels, 15 spellcraft, 15 craft weapon, 15 craft armor, several ingredients, and a few thousand gold pieces. Golems are usually immune to magic and inflict large amounts of damage in combat. They do have their weaknesses, though.

Golems can become lifelong companions and protectors because they can be summoned and unsummoned/stored by activating any golem book on the summoned golem. They are like familiars in that they can only be summoned once per day. If a golem dies it is lost forever.

Scrying is the act of detecting a target's location and information. Only bards, clerics, druids, sorcerers, and wizards can scry, and they must be at least level 6. Furthermore, some creatures are immune to scrying.

A scrying optical can be used to gain knowledge about a specific target. The scry roll is 10 + 4 (spell level) + ability modifier (higher of wisdom, intelligence, or charisma) + 1d20 versus the target's will save + 1d20 + 10 (a modifier due to unfamiliarity with the target). If successful at scrying a monster, the scrier will gain information on the monster's statistics. The caster must win each contested roll to view each group of statistics.

Prestige classes
Each prestige class is capped at class level 20 (or lower).

Arcane archers
The arcane archer class is capped at level 10, and a character's arcane archer level may not exceed half the character's character level. That is, one's arcane archer level may not exceed the sum of all other class levels.

Imbue arrow does (arcane archer level x 2)d6 fire damage to all creatures within its radius.

Assassins
At level 5, assassins get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated, the activator becomes immune to sneak attacks for 3 rounds plus 1 round for every 3 levels in any of the classes that can qualify for improved uncanny dodge.

At level 8, assassins can now use the improved stealth mode item to emulate hide in plain sight. (See shadowdancers for more details.)

Blackguards
At level 1, blackguards can detect if a creature is good with an alignment-detection item.

At level 5, blackguards may summon a fiendish servant. Fiendish servants are considered henchman so they have no duration of stay. This fiendish servant has improved evasion, can share buff/protection spells with its master (if the servant is close to its master and the spell is usable on others), and uses its master's saves (if higher than its normal saves). At level 16 (blood bond), the blackguard's fiendish servant gets +2 on saves and +2 on attack rolls. At level 19, the blackguards fiendish servant gets spell resistance equal to its master's level + 5.

The fiendish servant receives bonus hit dice (HD), armor class (AC), strength, and intelligence based on its master's overall level.

Champions of Torm
Divine wrath now gives a +2 attack and damage bonus at level 5, and an extra +1 for every 5 levels.
Dwarven defenders

At level 6, dwarven defenders get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated the activator becomes immune to sneak attacks for 3 rounds plus 1 round for every 3 levels in any of the classes that can qualify for improved uncanny dodge.

Harper scouts
Harper scouts can no longer create potions (with craft harper item).

Pale masters
Pale masters are treated as partially undead creatures. Any spell that hurts undead may also hurt pale masters.

Pale masters cannot have red dragon disciple levels and vice versa.

Undead graft has a few new effects that are applied randomly, each of which allows a fortitude save with a DC of 14. The available effects are 1d6 strength damage, 1d6 constitution damage, paralysis for 1d6+2 rounds, or 1 negative level. (Elves are immune to the paralysis effect.) In addition, if this feat is used on an undead creature with fewer hit dice then the caster, then it will be dominated for one round per caster level.

Deathless master touch's DC is 17, and it cannot be used on creatures larger than large-sized (dragons, etc).

Summon undead summons a 7 hit die undead creature, while summon greater undead summons a 15 hit die undead creature. For both feats, the summons is given +4 turn resistance.

Red dragon disciples
Red dragon disciples cannot have pale master levels and vice versa.

Shadowdancers
At level 5, shadowdancers get improved uncanny dodge. This feat can be activated through an item that can be used only once per day. When improved uncanny dodge is activated, the activator becomes immune to sneak attacks for 3 rounds plus 1 round for every 3 levels in any of the classes that can qualify for improved uncanny dodge.

Shadowdancers now use an improved stealth mode item to emulate hide in plain sight. Hiding in plain sight works as long as the shadowdancer is within 10 feet of a shadow. A shadowdancer's chance of hiding is highly dependent upon the environment. For example, night is an excellent time for hiding, but hiding in broad daylight may not be as successful. This also assumes that the shadowdancer is able to hide and move silently better then the pursuer can spot and listen.

The shadow from shadow illusion has +12 turn resistance and two additional hit dice for every three class levels. In addition, the shadow is implemented as a henchman so it has no preset duration.

Shadow evade has been changed to shadow jump per D&D 3.5 rules. Shadow jump allows the shadowdancer to jump between shadows. This is similar to hide in plain sight except that it does not require a hide or move silently check. It is undetectable by creatures. The only way this ability will fail is based on the availability of a shadow. Like hide in plain sight, this ability is more successful at night than above ground during the day. The shadow jump duration is 1 round per 2 levels starting at the fourth shadowdancer level.

Shifters
Spells obtained from shifter forms have been assigned spell levels based on the feat providing the form.

    Spell level 0 (cantrip) - wildshape
    Spell level 1 - greater wildshape I
    Spell level 2 - greater wildshape II
    Spell level 3 - greater wildshape III
    Spell level 4 - humanoid shape
    Spell level 5 - greater wildshape IV
    Spell level 6 - undead shape
    Spell level 7 - outsider shape
    Spell level 8 - construct shape
    Spell level 9 - dragon shape

Spell DCs have been adjusted according to these spell levels. The maximum uses per spell level is (shifter levels + druid levels)/2 - spell level + 1. For example, if a player has 4 levels of shifter and 4 levels of druid and is using a spell from greater wildshape II, then the formula would be 8/2 - 2 + 1 = 3 uses for his level. The maximum spell uses a player can have in any spell level is 9 for a total of 81 (cantrips do not count). Spell uses can be recharged by resting. Remaining spell uses can be viewed by using the nature’s rod.

  • Slaad chaos spittle used to do magic damage; now it does acid damage.
  • Manticore spikes used to do magic damage; now it does piercing damage.
  • The DC of pulse drown is equal to the creature's strength, the damage is 1d4 per 4 hit dice, and the targets are knocked down for 1 round per 4 hit dice.
  • The DC of Pulse air is equal to the creature's strength, the damage is 1d4 per 4 hit dice, and the targets are knocked down for 1 round per 4 hit dice.
  • Vampire invisibility used to be undetectable. Now it is equivalent to invisibility.
  • Petrification now has the same effect as flesh to stone. 

               
               

               


                     Modifié par Carcerian, 27 juin 2012 - 07:10 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #5 on: June 26, 2012, 08:55:04 am »


               Feats:
Several feats have been modified on the persistent world Bonds of Blood. These changes are documented here.

Removed: All devastating critical feats, improved spell resistance feats, epic damage reduction 6/- and 9/-, self concealment 40+ feats, improved sneak attack 6+ feats, and great smiting 6+ feats have been removed due to some extreme values.

Disarm: If a creature disarms a player then the disarmed weapon will be at either the creature's or the player's feet.

Expertise: Expertise mode has been modified for spell casters. Spell failure increases to 10% when expertise is activated, 20% when improved expertise is activated. This does not affect potion use or still spells.

Epic spells: Epic spell feats have been removed, as the server believes they are poorly designed. This allows mages to take other feats.

Whirlwind: Whirlwind attack can only be used once every two rounds because the server believes this feat is directly linked to lag.
               
               

               


                     Modifié par Carcerian, 27 juin 2012 - 03:18 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #6 on: June 26, 2012, 08:56:51 am »


               Skills:
Skills on the persistent world Bonds of Blood have some additional uses and restrictions as described here.

Most notably, the ability to boost "minor" class skills through skill dumps is restricted. A check is made at every level-up to ensure that a character's skill ranks do not exceed what would be allowed by each of its classes, specifically 3 + class 1 levels (divided by 2 if cross-class) + class 2 levels (divided by 2 if cross-class) + class 3 levels (divided by 2 if cross-class). For example, a level 18/2 fighter/rogue is allowed 22 ranks in discipline because that is a class skill for fighters but not for rogues. That same character is allowed at most 14 ranks in hide since that skill is a cross-class skill for fighters (but a class skill for rogues).

Bluff
The bluff skill has a new use, namely "feint", a way to deny a creature its dexterity bonus to armor class by fooling it. This is accomplished by using (activating) the bluff action item. The DC of the bluff check is the target's hit dice + wisdom modifier + 1d20, with a possible bonus for low intelligence. If the target's intelligence less than 5, the DC is increased by +8; if less than 10, the DC is increased by +4. A fooled creature will lose its dexterity bonus to armor class for 1 round and can only be bluffed once every 10 rounds.

Heal
This world uses custom healer's kits. While these kits still cure poison and disease and heal hit points, the mechanics differ from standard kits. Diseases and poisons are cured if the user of the healer's kit makes a heal roll of the DC of the ailment (which will be at least 10). The maximum hit points that can be replenished with a healer's kit is 1d8 + heal skill/2.

Intimidate
The intimidate skill has a new use, causing creatures to be "shaken", which incurs a -2 penalty to attack rolls, saving throws, and abilities. This is accomplished by using the intimidate action item. The DC of the intimidate check is the target's hit dice + wisdom modifier + 1d20 + a size modifier (-4 for small, +4 for large). The shaken condition lasts for two rounds, plus an additional round for every 4 points by which the skill roll exceeded the DC (to a maximum of +5). The victim can only be intimidated once every 10 rounds. A target cannot be intimidated if the intimidator is invisible or the target is blind.

Lore
The identification of items with the lore skill entails an experience point cost when such identification is successful. The interface requires the use of an idem optical item, rather than the standard "examine" interface. The DC of the lore roll is the standard one set by BioWare. The idem optical can only identify items in the user's possession and items that are on the ground.

Pick pocket
The default pick pocket system is prohibited on this server. Players must use the new pickpocket action item to pick the pockets of another player or creature. Pickpockets can get gold from other players, and both gold and items from monsters.

The amount of gold obtained ranges from 0 to half the pickpocket skill times half the target's challenge rating. (So with a pick pocket skill of 30 and a target of level 10, a player could obtain up to 15 × 5 = 75gp.) The skill checks involved in a pick pocket attempt are almost standard (e.g. DC 20 if the target is non-hostile; 30 if hostile), but hostile targets do not get the standard +10 to their opposed spot check.

The chance of finding items on a monster is a percentage equal to the pickpocket skill.

Stealth
The true seeing spell has been changed so that it no longer counters stealth mode; the spell's target can only see invisible creatures, see through darkness, and gets an increased will save. True sight as a natural ability has been removed from the game. This makes hide in plain sight and stealth more valuable.

There is an improved stealth mode tool. When this tool is activated the player is automatically put in stealth mode and disappears for a moment to hide from any creatures pursuing him. This serves as an excellent escape tool. When improved stealth mode is active, the normal stealth mode is used to disable it. This feature can only be activated if the player is not in plain sight of an enemy and the player succeeds at move silently skill checks opposed by each enemy's listen roll. Only rangers, shadowdancers, and assassins can hide while in plain sight with this device.

Spellcraft/use magic device
Casting a spell from a magical item may require a use magic device or spellcraft check. For these checks, there is automatic failure if a 1 is rolled (unlike usual skill checks). Failure to activate an item may result in a temporary supernatural penalty from the magical item backfiring.

Some spells are prohibited from being cast from an item (or at least from scrolls, wands, and staffs) by means of the use magic device skill. That is, a player must have at least one level in a class that can cast these spells normally in order to use a magic device to cast them.

The spells that verify class are acid sheath, aura of vitality, aura vs. alignment, Bigby's clenched fist, Bigby's grasping hand, black blade of disaster, blackstaff, bless weapon, blood frenzy, darkfire, deafening clang, dirge, divine favor, earthquake, elemental swarm, fire storm, flame weapon, gate, greater dispelling, greater planar binding, greater restoration, greater spell breach, greater spell mantle, greater stoneskin, holy sword, horrid wilting, magic circle against alignment, magic vestment, mass camouflage, mass heal, meteor swarm, mind blank, Mordenkainen's disjunction, owl's insight, premonition, protection from spells, raise dead, resurrection, shadow shield, shield of faith, storm of vengeance, timestop, undeath's eternal foe, and war cry.

Most other spells can be cast from items by means of the use magic device skill as normal. However, there are some spells missing from the Bonds of Blood documentation as to whether or not they can be used with this skill. The undocumented spells are combust, divine power, dominate monster, endurance, feeblemind, flesh to stone, globe of invulnerability, harm, lesser mind blank, nature's balance, ray of frost, and stone to flesh. In addition, greater planar binding has been documented as both being allowed by any class with use magic device and being one of the spells that verify class.

Tumble
The tumble skill is now capped at 40 ranks. Furthermore, the armor class (AC) bonus from tumble has been made to not stack with natural AC bonuses (such as from amulets). This has been done to keep attack bonuses comparable to AC and because the pen and paper rules do not allow for an AC boost for every 5 tumble ranks. The maximum combined tumble and natural AC may not exceed character level/5 + 1, to a maximum of +8.
               
               

               


                     Modifié par Carcerian, 28 juin 2012 - 12:26 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #7 on: June 26, 2012, 08:58:13 am »


               Spells:

Many spells have been changed on the persistent world Bonds of Blood to offer better balance and to better comply with the D&D 3.5 rule set. This article describes these changes.

A caster is not allowed to buff players eight levels less than his level. Buffing spells use the lower of caster level and the target's hit dice for determining spell duration and effects.

Spells that provide 50% concealment normally have been lowered to 30% concealment because in Neverwinter Nights, true seeing does not allow an attacker to bypass concealment, which is different than the D&D rule. This also keeps the melee-hit to dodge ratio in check because concealment is an added check on top of AC.

Any spell that does physical damage cannot be resisted with X/+y type of damage reduction. Only X/- type damage resistance can absorb this type of damage from spells.

Spell Changes:

Acid fog: The duration has been increased from 1 round/2 levels to 1 round/level, the saving throw has been removed, and spell resistance no longer applies. In addition, creatures in the fog are slowed instead of just having their movement speed decreased.

Acid splash: This now involves a ranged touch attack.

Animate dead: The duration is now turns per level, and the spell can only be used at night. It now summons an undead creature with only 3 hit dice (instead of 4 to 7).

Aura of fear: This spell now protects +2 from fear and heals 1 hit point per ally.

Aura of glory: The bonus to saves against fear has been reduced from +5 to +2, and the healing of allies has been reduced from +1d4 to +1.

Aura versus alignment (Greater spell immunity/Spell mantle): The caster gains protection to level 7 and lower spells while this shield is intact. The shield can absorb (7 + 1/4 caster level) spell levels.

Awaken (Animal growth): This spell gives +1d6+2 strength, +4 constitution, +4 on all saves, and 10/+1 damage reduction. This spell lasts turns per level, and it can not be maximized nor empowered.

Ball lightning: This behaves more like its in-game description, with a single ball hitting a single target. (This helps to overcome electrical damage resistance.)

Barkskin: The AC bonus starts at +2 (instead of +3) at level 3, and it goes up every three levels (instead of every six). This results in the maximum bonus (+5) occurring at level 12 instead of 13. The duration has been reduced from hours/level to turns/level.

Bigby's clenched fist (Polar Ray): This spell does 25d6 cold damage to a single target.

Bigby's crushing hand (Maw of Chaos): This spell slows the target for the duration of the spell and inflicting 2d6+12 bludgeoning damage.

Bigby's forceful hand (Acid Arrow Storm): This spell inflicts 15d6 acid damage to creatures within a small radius of the spell's target.

Bigby's grasping hand: Slows and damages for 1d6+10 bludgeoning. Target must now be a humanoid.

Bigby's interposing hand: Lowers attack rolls by 4 instead of 10.

Black blade of disaster (Avalanche): The blade does 2d12 damage (instead of 2d6 + 1d12 + 13) and is a +5 weapon (instead of +15). The blade has an attack bonus equal to the caster's attack bonus + the casting ability modifier (intelligence or charisma). The blade's base stats are equal to that of a 17 hit die fighter. This spell no longer requires a concentration check, and the duration has been increased by 5 rounds.

Blackstaff (Greater energy buffer): This spell provides 6d4/- elemental damage resistance, up to a total of 20d10 damage absorbed.

Blade barrier: This spell now does 5d8 damage per round, instead of up to 20d6.

Blade thirst: The enhancement bonus has been reduced to +1 per 4 caster levels, with a maximum of +3, instead of always giving +3. Effectively, this change only affects level 11 rangers, who will get a +2 bonus instead of +3.

Bless weapon: The damage bonus versus undead has been reduced from +2d6 to +1d6, and the +1 enhancement bonus only applies versus evil and undead creatures. Ranged weapons (excluding ammunition) can now be targeted, but they do not get the damage bonus versus undead.

Bombardment: Targets that fail the save are now knocked down, and creatures within 2 meters of the caster are not affected by this spell.

Bull's strength: The duration has been reduced from hours per level to turns per level.

Call lightning: Damage has been reduced (from a minimum of 5d6) to 3d6 unless cast outdoors in the rain, in which case the damage is still reduced, but only slightly at the lowest caster levels, to 3d10. There is now a maximum on the number of targets that can be hit (10).

Cat's grace: The duration has been reduced from hours/level to turns/level.

Charm monster/person/person or animal: The duration has been increased from either 3+level/2 or 2+level/3 rounds to rounds per level.

Circle of death: The maximum hit dice worth of creatures that can die is capped at 20d4.

Clarity: This spell now provides a +2 bonus to saving throws versus fear spells and a +4 bonus to saving throws versus mind-affecting spells, and it now lasts one turn per caster level.

Cloudkill: The duration has been doubled (to rounds/level) and spell resistance no longer applies.

Combust: The fire visual effect will disappear after three rounds (if not earlier), but the damage can continue indefinitely.

Continual flame: The light lasts only until the caster rests.

Create greater undead: This spell can only be used at night, and it summons a server-custom creature with 15 hit dice. The duration has been reduced from 24 hours (48 turns) to turns/level.

Create undead: This spell can only be used at night, and it summons a server-custom creature with 11 hit dice. The duration has been reduced from 24 hours (48 turns) to turns/level.

Creeping doom: This spell does (caster level/2 + 1)d4 piercing damage to all creatures within its radius, and there is no longer a limit to the total damage that can be inflicted.

Darkfire (Mace of Odo): This spell now adds 1d6 divine damage and an on-hit daze effect (DC 14), and it only affects the caster's weapon.

Darkness: The duration has been drastically shortened (from rounds per level to an undocumented amount).

Deafening clang: The attack and damage bonuses have been removed, leaving only the deafening property.

Death ward: The duration has been reduced from hours/level to turns/level.

Delayed blast fireball: This spell is no longer delayed, instead acting like a normal fireball but with increased damage.

Dirge (Cacophonic shield): This spell grants it's caster 20% concealment versus ranged weapons and inflicting 1d6+1/level (to a maximum of +15) sonic damage to melee attackers.

Dismissal: This spell now only dismisses a single creature. The save DC is now the target's hit dice + the caster's level.

Displacement: The concealment benefit has been reduced from 50% to 20%, and this spell can only target the caster. The duration, though, has been increased from rounds/level to turns/level.

Divine power: The base attack bonus is now set to caster level (rather than character level) with a limit of gaining +5 base attack, and an extra attack per round is given. Strength is given a +1d6 bonus instead of being set to 18.

Dominate animal/monster: The duration is reduced to rounds/level. This is three rounds shorter for dominate animal and a conversion from turns to rounds for dominate monster.

Dominate person: The duration is increased from 2 rounds plus 1 round for every 3 levels to 1 round per level.

Drown: The damage is increased from 90% of the target's hit points to 100%, and this spell is now considered death magic.

Eagle's splendor: The duration was hours/level; now it is turns/level.

Earthquake: In addition to the usual damage (10d6), this spell knocks down all enemies for one round and there is a 25% chance of a fissure opening under each target. If a fissure opens, the target will fall in unless it makes a DC 20 reflex save; enemies who fall in a fissure receive an additional 10d6 damage and are knocked down for two rounds. Furthermore, those attempting to cast a spell during the earthquake must pass a DC 29 concentration check. Anyone within 2 meters of the caster is not harmed.

Electric jolt: This spell now requires a ranged touch attack.

Elemental shield (Fireshield): Caster level is capped at 10 for the damage inflicted, and the immunity to fire damage is removed. In addition, damage shields no longer stack; they negate each other.

Elemental swarm: The elementals are only "huge" instead of "greater". The duration was 24 hours; now it is turns/level.

Endurance: The duration was hours/level; now it is turns/level.

Endure elements: This spell now provides only 1d4/- damage resistance, and it ends after absorbing only 5d4 damage. The duration is reduced from 24 hours to turns per level.

Energy buffer: This spell now provides only 2d8/- elemental damage, and it ends after absorbing 15d10 damage.

Entangle: The duration was 3 + level/2 rounds; now it is rounds/level.

Ethereal visage (Mass confusion): This spell confuses all nearby creatures (as per Confusion spell).

Evard's black tentacles: The saving throw has been removed, the grapple check does not cap caster level, and the grapple check is against the target's armor class, rather than against a simplified attack roll. Any target that is not grappled is slowed. The duration was one round for every two levels; now it is one round per level.

Feeblemind: A decrease to the enemy's charisma by 1d4 has been added.

Find traps: This spell now only detects (not disarms) traps. It also adds +1 to search for every 2 caster levels, to a maximum of +10.

Finger of death: The damage in the case of a successful save is now capped at caster level 25.

Fire storm: This spell now does all fire damage instead of making half the damage be divine. In addition, there is a safe zone extending out 2 meters from the caster.

Flame arrow: The damage per arrow has been reduced from 4d6 to 1d6, while the number of arrows has been changed from one per four levels with no cap to one per level, capped at 10.

Flame lash (Flame sword): The damage has been reduced to 1d8 + 1 for every 2 levels. The saving throw has been replaced by a touch attack.

Flame weapon: The fire damage has been reduced to +1 per 2 caster levels, with a maximum of +10, and the duration has been reduced from minutes per level to rounds per level. This spell can now only target the caster.

Flesh to stone (Telekinesis): Instead of petrification, this spell freezes target for one round per caster level, while inflicting 1d6 constitution damage. The target gets resistance to melee and spells for the duration of the spell.

Fox's cunning: The duration has been reduced from hours/level to turns/level.

Freedom of movement: No longer protects against movement speed decreases.

Gate: The duration has been increased by 5 rounds (so is now 5 rounds + 1 round/level). The summons is not necessarily a balor, but a random extraplanar creature with 17-20 hit dice.

Ghostly visage (blur): No longer provides damage reduction nor spell immunity (just 10% concealment).

Ghoul touch: Added a melee touch check.

Globe of invulnerability: Now is limited to absorbing 3d6 spell levels.

Grease: The duration has been increased (from 2 rounds + 1 round per 3 levels) to 1 round per level.

Greater dispelling: The caster level cap has been raised from 15 to 20.

Greater magic fang: Bonuses improve every four levels instead of every three.

Greater magic weapon (Enhance familiar/fortify familiar): Bonuses improve every four levels instead of every three, and the duration is reduced from hours per level to turns per level. If used on a familiar, this spells instead gives the familiar +2 AB, +2 damage, +2 AC, and +2 to saves, with an additional +2 AC and 10% slashing damage immunity at level 7.

Greater planar binding: The duration has been increased by 5 rounds (so is now 5 rounds + 1 round/level). When used to summon, the type of creature is random, rather than being based on the caster's alignment.

Greater restoration: Cures petrification, and possibly additional conditions not cured by the standard spell. It does not heal hit points.

Greater sanctuary (Etherealness): Now affects allies (within arm's reach), but only lasts for two rounds. In addition, a will save has been added.

Greater shadow conjuration: The summon shadow subspell summons a 9 hit die shadow for 5 rounds plus 1 round per caster level.

Greater spell breach: This now strips six spells, and the spell resistance decrease has been made variable (3d2).

Greater spell mantle: Now absorbs only 1d8+10 spell levels, instead of 1d12+10.

Greater stoneskin: The damage limit is always 150 (regardless of caster level), but the amount of protection has been reduced from 20/+5 to 15/+4. In addition, the duration has been reduced to turns/level (from hours/level).

Gust of wind: Creature size is now a factor (no longer knocking down creatures of large size or larger), and the possibility of inflicting damage has been added, with tiny creatures receiving (1d4)d4 + 2d6 damage and small creatures receiving (1d4)d4 damage.

Hammer of the gods: The dependence on caster level has been removed, so this spell always does 5d8 damage (the standard cap on damage).

Harm: This spell can no longer be used offensively; it can only heal undead creatures.

Heal: Restores only 1d10 hit points per caster level, to a maximum of 15d10. A will save has been added to negate damage when used against undead.

Healing circle (Mass cure light wounds): The caster level cap has been raised from 20 to 25.

Holy weapon: Instead of becoming a holy avenger, the target weapon gets a +1 enhancement bonus versus evil for every 4 caster levels, to a maximum of +4, and the weapon gets a 1d6 positive energy damage bonus.

Horrid wilting: The damage cap has been reduced (from 25d8) to 20d8 when used against elementals, and to 20d6 when used against living creatures.

Ice storm: The level-based cold damage has been increased at lower levels (1d6 per 2 caster levels, rather than per 3), but this is capped at caster level 10 (for 7d6 total cold damage).

Identify: The bonus based on caster level has been removed; the bonus to lore is only a flat +10.

Implosion: The artificial +3 increase to DC has been removed.

Improved invisibility: The duration is reduced to rounds/level (from turns/level). It also gives only 10% concealment, but now gives a +2 bonus to attack rolls by 2. It has a hide vs. spot check.

Incendiary cloud: There is now 1d6 bludgeoning (smoke) damage on top of the fire damage. Spell resistance no longer applies.

Inferno (Call lightning storm): This spell does 5d6 electrical damage to all creatures in the area of effect (of unknown size), increased to 5d10 outdoors while it is raining.

Infestation of Maggots (Blind): The target of this spell must make a reflex save or be blinded.

Invisibility: The duration is reduced to rounds/level (from turns/level). It has a hide vs. spot check.

Invisibility sphere: The mobile zone has been removed. Instead, this spell acts like invisibility cast on each ally in the area of effect at the time of casting. The duration is reduced to rounds/level (from turns/level). It has a hide vs. spot check.

Isaac's greater missile storm: Damage per missile has been reduced to 1d4+1 (from 2d6), the cap on the number of missiles has been reduced from 20 to 15, and all missiles will hit a single target.

Isaac's lesser missile storm:
Damage per missile has been changed to 1d4+1 (from 1d6), and all missiles will hit a single target.

Keen edge: The duration has been reduced to a tenth, making it turn/level.

Knock: Can now unlock plot doors, but is limited to unlock DCs of at most 20 + caster level, with a maximum of +10.

Legend lore: Now lasts only one turn (instead of one turn per level) and the caster level is capped at 20 (for a maximum lore bonus of +20).

Lesser mind blank: Gives a +8 bonus to saves versus mind spells instead of blanket immunity.

Lesser planar binding: The duration has been extended (from 1 round per 2 levels) to 5 rounds plus 1 round per level. If used to summon, the creature summoned is random and custom to Bonds of Blood.

Lesser restoration: Removes only a single ability decrease effect.

Lesser spell breach: The spell resistance decrease has been made variable (1d2 instead of 3).

Lesser spell mantle: Now absorbs only 4 + 1d2 spell levels (instead of 6 + 1d4), and there is now a maximum (5) spell level that can be absorbed.

Light: The duration has been reduced from hours/level to turns/level.

Mage armor: Now gives a +1d4 AC bonus instead of +1 to four different types of AC. The duration has been reduced from hours/level to turns/level.

Magic circle against alignment: Now gives a +4 bonus to saves versus mind spells instead of immunity to them.

Magic fang: The ability to bypass X/+1 damage reduction (and the undocumented 1/+1 damage reduction for the target) has been removed.

Mass dominate: This spell had been added by Bonds of Blood, but it did not work right, so it has been converted to mass charm.

Mass heal: Heals only 1d10 hit points per caster level, to a maximum of 25d10.

Melf's acid arrow: This spell used to do 3d6 damage on impact and 1d6 damage per round. Now it does 2d4 damage on impact and 2d4 damage per round.

Mestil's acid sheath: The damage increases by 1 (instead of 2) for each caster level, and this bonus is capped at +15. In addition, damage shields no longer stack; they negate each other.

Meteor swarm: This spell used to do 20d6 fire damage. Now it does 2d6 bludgeoning damage twice and 6d6 fire damage twice. Furthermore, the saving throw has been removed.

Minor globe of invulnerability: Now is limited to absorbing 3d4 spell levels.

Monstrous regeneration: The regeneration has been increased from +3 to +4.

Mordenkainen's sword: The duration has been increased by 5 rounds, and the summoned creature is a level 13 fighter (instead of a level 16 construct). The summons' attack bonus is equal to the caster's base attack bonus plus the casting ability modifier. The sword has a +2d6 sonic damage bonus (instead of +5 fire), and its enhancement bonus is +3 (instead of +2).

Nature's balance (Mass cure serious wounds): The lowering of spell resistance has been removed, leaving just the healing of 3d8 + caster level, with a cap of +35 added.

Negative energy burst: The damage is capped at d8+10 instead of d8+20.

Negative energy protection: This spell now only protects from level drain and ability decrease (not negative energy damage).

Negative energy ray:
This spell now requires a ranged touch attack.

Neutralize poison: Now the spell target becomes immune to poison (from spells) for turns/level.

One with the land: The bonus to skills has been reduced from +4 to +2, and there is a bonus to search instead of set trap.

Owl's insight: The duration has been reduced from one hour per level to a flat one hour.

Owl's wisdom: The duration has been reduced from hours/level to turns/level.

Planar binding: The duration has been reduced from hours per level to 5 rounds + 1 round/level. When used to summon, the type of creature is random, rather than being based on the caster's alignment.

Poison: This now does 1d10 constitution damage instead of inflicting large scorpion venom.

Polymorph self: The forms have new statistics, based on 7-hit die creatures (based on D&D 3.5). Pixies also now get a dagger.

Power word, kill: The area of effect option has been removed.

Premonition (Hardening): The damage reduction has been changed from a fixed 30/+5 to an amount dependent on caster level, specifically damage equal to half the caster level, with a maximum of 10/+20.

Prismatic spray (Greater shout): This spell effects its targets by deafening and dealing 10d6 sonic damage to all creatures within the cone. The deafness lasts for 4d6 rounds (halved on a successful fortitude save). In addition, a second fortitude save is required to avoid being stunned for 1 round.

Protection from alignment: The duration has been reduced from hours/level to rounds/level. A +4 bonus to saves versus mind spells replaces blanket immunity to them.

Protection from elements: The resistance has been reduced from 30/- to 1d8/-, while the maximum damage absorbed has been made variable, being 10d8 (average 45) instead of 40. In addition, the duration has been reduced from 24 hours to one turn per caster level.

Quillfire: This spell now does piercing damage instead of magical damage.

Raise dead: This now heals hit points equal to the casters level. There is a 50% chance that the caster will lose all abilities and spells for the day.

Ray of enfeeblement: This now requires a ranged touch attack.

Ray of frost: This now requires a ranged touch attack, and the damage has been reduced to 1d3.

Regenerate: This now cures hit points instantly (4d8 + caster level) in addition to the regeneration. The duration has been changed to 2d10 rounds, with all hit points recovered by the end of the duration (evenly spread, assuming no additional damage is taken), subject to a cap of recovering 5 hit points per round.

Remove blindness and deafness: This spell now only affects one target.

Resist elements: This spell now provides only 1d6/- damage resistance, and it ends after absorbing only 5d6 damage.

Restoration: Removes only a single negative effect originating from a spell.

Sanctuary: The duration is now 2 rounds (instead of rounds/level).

Searing light: This now requires a ranged touch attack.

See invisibility: The duration has been reduced from turns to rounds (per level).

Shades: The summon shadow subspell summons an 11 hit die shadow for 5 rounds plus 1 round per caster level.

Shadow conjuration: The summon shadow subspell summons a 7 hit die shadow for 5 rounds plus 1 round per caster level.

Shadow shield: The immunity to necromancy spells has been removed.

Shapechange: The forms have new statistics, based on 17 hit die creatures (based on D&D 3.5).

Shelgarn's persistent blade: The duration has been reduced from turns to rounds, plus five; that is, it lasts 1 round per 2 levels plus 5.

Shield: The AC bonus has been reduced from +4 to +d4.

Silence: The area of effect has been removed, and the immunity to sonic damage has been reduced to 50%. However, there has been added 50% spell failure and immunity to confused, charmed, and dominated effects.

Sleep: Now affects only 1d4 hit dice worth of creatures (instead of 4 + 1d4).

Slow: Penalties of -1 to attack rolls, AC, and reflex saves has been added on top of the -2 penalties to the same inherent to the slow effect.

Spell breach: This spell has been added to some class' spell book. It lowers spell resistance by 2d2 and presumably is otherwise between lesser spell breach and greater spell breach in power.

Spell mantle: Now absorbs only 6+1d4 spell levels, instead of 8+1d8.

Spell resistance (Spell Immunity): This spell works like a spell mantle, absorbing level 4 and lower spells, with a limit of spell levels absorbed equal to 4 plus 1/4 caster level.

Spike growth: The duration has been reduced from hours/level to rounds/level.

Stinking cloud: The daze lasts for a flat 2 rounds, and spell resistance no longer applies.

Stoneskin: The limit is always the standard spell's maximum (100 damage), while the power required to pierce has been reduced from +5 to +2 (meaning 10/+2 damage reduction), and the duration has been reduced from hours/level to turns/level.

Stone To Flesh (Disintegrate): This spell is now a 20d6 bludgeoning ranged attack against a single target, who may make a fortitude save for 1/4 damage.

Storm of vengeance: The duration has been reduced to instantaneous, while the radius of the area of effect has been increased to over 120 meters (from 10 meters). The stun has been eliminated, while the damage has been changed to 1d6 acid, 5d6 bludgeoning, and 10d6 electrical damage, with the reflex save allowing the electrical damage (only) to be cut in half. Anyone within 2 meters of the caster is not harmed.

Summon creature I-IX: The creatures summoned have been changed.

Sunbeam: Damage to undead is always 20d6 instead of being capped at that, while damage to other races has been increased from 3d6 to 4d6. In addition, the duration of the blindness is now 1 round per 3 caster levels (instead of a flat 3 rounds).

Sunburst: The blindness is now temporary.

Tasha's hideous laughter: The prone result has been replaced by deafness and slowed.

Tenser's transformation: This spell can no longer be cast with metamagic. The temporary hit points have been removed, and instead of a bonus to attack of +1/2 caster level, this spell improves base attack to the caster's level. Item properties on the caster's current weapon merge onto Tenser's weapon.

Time stop: The area of effect has been reduced from module-wide to a 30-foot radius, and a spell resistance check has been added. The duration has been extended to 1d2+1 rounds (from 1.5 rounds). Enemies cannot be harmed while this spell is in effect.

True seeing: The effect has been changed to a combination of see invisibility, ultravision, and +4 to will saves.

Undeath's eternal foe: This spell now has a limit on the number of allies affected — 1 ally per 5 levels.

Vampiric touch: The temporary hit points last only 1 hour.

Vine mine (Camoflage): All variants have a duration of rounds/level. The hamper movement variant allows spell resistance and a reflex save.

Virtue: The duration was turns/level but is now rounds/level.

Wall of fire: Now does 2d4 initial damage to those within 10 feet and 1d4 for those within 20 feet. Every round it does 2d6 + caster level (to a maximum of +20) damage. The damage is doubled against undead. The duration has been doubled to rounds/level.

Wounding whispers (Crushing despair): This spell causes all nearby creatures to suffer a -2 penalty to attacks, saves, and all abilities.
               
               

               


                     Modifié par Carcerian, 27 juin 2012 - 06:00 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #8 on: June 26, 2012, 09:00:25 am »


               Server Systems:

Barter
The only permitted way to trade an item  between players is the standard barter window. If any other method is attempted, the item will be destroyed. An item cannot be bartered if it is unidentified or flagged as plot.

All barters over 7000gp are taxed at a rate of 20% and lower-valued items (valued singly, not as a stack) may be taxed at a 5% rate.

Cooking
Food heals a player as well as, or better than, a potion, but cannot be eaten in battle. Food quality is rated from 1 to 13, and the amount of healing from food is (food quality)d6 hit points. Higher quality food may be too heavy to carry in large quantities for non-strength-based characters, though, so eventually the weaker characters will want to rely on healing spells and potions.

Eating raw food carries the risk of contracting poison or a disease. For a safer meal, raw food can be cooked, which also improves the food quality. Cooking is initiated by placing uncooked food in a cooking apparatus together with salt or garlic.

Crafting
The Bonds of Blood server has systems that allow crafting, repairing, and cooking. With these systems, only single-use items can be created, such as keys, trap kits, healer's kits, scrolls, potions, throwing weapons, ammunition, and grenade-like weapons. The maximum charges that an item can have is 50. If a 1 is rolled (on a d20) while crafting, the original item is destroyed. Experience can be gained by crafting, and crafted items can be sold to an item exchange store for a small profit (or to other players for a larger profit).

The BioWare crafting system, on the other hand, has been given reduced requirements. Changing the appearance of armor and weapons has been changed to involve no cost and no skill checks, while changing the color of items requires dye kits, which can be purchased at a dye merchant.

Crafting in Bonds of Blood could be called "duplicating" as a a player can only craft an item that the player already possesses. Furthermore, copies are never quite the same as originals, so the item being copied must be an original item—not a crafted one—and it must not be flagged as plot. An item can be copied up to the maximum stack size of that item (for example, 100 copies of an arrow or 10 copies of a potion).

The process of crafting begins by placing the item to be copied in the appropriate pool of appraisal to discover the DC, costs, and requirements (feats and skills). Then the item (only one; split stacks to get a single item if needed) is placed in the character's crafting container (in the character's inventory), and the character speaks to the appropriate crafting apparatus (e.g. a trap maker's mat, if crafting a trap kit).

The D&D 3.5 rules for gold piece (gp) costs are followed (1/2 the value of the item), but instead of an experience point cost, there is an experience point gain (1/25 the value of the item). If the creation of an item fails, then only half the gold piece cost is lost. For example, a trap worth 50gp costs 25gp to create, while a failed attempt to create one costs 12gp.

The duration of a crafting attempt is based on the value of the item. If a crafter is interrupted while crafting an item, he must wait out the crafting duration or rest (to regain his focus) before crafting a new item. Focus is lost when the crafter moves from his location or is distracted while crafting.

Death and dying
The death system for the Bonds of Blood persistent world allows player characters to enter the "dying" state (at 0 through −9 hit points). It also imposes a death penalty of 50 experience points per character level and 5% of the character's gold. The death penalty is waived if the killer is another player character.

Upon entering the dying state, a player character makes a bluff skill check in an attempt to play dead. Each enemy against whom this check succeeds will not attack the dying character; the DC for each creature is its will save.

Every round, a dying character loses one hit point unless stabilization occurs. The chance for spontaneous stabilization (each round) is the higher of the character's will and fortitude saving throws, interpreted as a percentage. That is, a character who rolls a 31 for their higher save has a 31% chance to stabilize that round. Stabilization also occurs if the dying character receives healing from a curative spell or a healer's kit. If stabilized, a character's health will return to 1d10 hit points.

A dead player character can be raised only by non-enemies (avoiding the situation where a character is raised so it can be killed again).

Deities, religion and prayer
The Bonds of Blood persistent world has a flexible religion system in which a player character may take inspiration from most objects in the game. A player may still have only one deity at any given time, though. A source of inspiration is selected by targeting that object with the deity tool. An animal, placeable, or item may be selected, and each object will inspire the player character differently.

A player must meditate to gain access to the object's powers. The meditate action can be initiated with the action token. A player should make a sacrifice to his deity before meditating. Sacrifices are placed on the ground near the meditation location. Some of the benefits of meditating to different objects include a bonus to skills or abilities, damage resistance, or even immunity to some effect. These bonuses last 24 hours and are only be removed by death or resting. These bonuses do not stack.

Encounters
The battle system of the Bonds of Blood persistent world introduces the possibility of a "surprise round" at the beginning of each encounter. It also introduces the possibility of grappling and of using an ability or skill check to withdraw from combat. In addition, there is a penalty for switching items.

Encounters: Surprise
There are a number of different scenarios under which a surprise round can happen. When a surprise round occurs, the group with "battle initiative" is given a free combat round while the other group is prevented from acting. The factors affecting battle initiative include stealth, detection, and a customized initiative roll. For this system, stealth skills are given minimums of zero, which can greatly ameliorate penalties, such as the armor check penalty.

The first step in determining battle initiative is determining who can see who. Invisibility (but not sanctuary) can render either group unseen. In addition, a group that is in stealth mode is entitled to a hide skill check, while the other group gets a spot opposed check. If the spot check fails, the stealthed group is unseen and will be invisible during the surprise round. These skill checks are made on a partywide, rather than individual, basis; the hiding group's average hide skill is used, opposed by the highest spot skill in the other group.

The second step occurs when one or both groups are unseen. A group that is unseen and in stealth mode makes a move silently skill check in an attempt to remain fully undetected. This is opposed by the other group's listen check. If the listen check is successful, a visual effect will be placed at the location of the heard enemy, indicating from where the sound came. As with spotting, the skill checks are made on a partywide basis, with the average move silently skill opposed by the highest listen skill.

The final step is a customized initiative roll. This roll differs from the standard initiative roll in that the bonuses from blooded and thug are not included. The server documentation is unclear as to how this individual roll is translated into a partywide roll; the phrase used is "the highest total dexterity" with "total" seemingly qualified by the group (meaning the sum of each group member's dexterity, giving an advantage to large groups), but the intent might be the highest initiative modifier among the group's members. Whether or not this step is necessary depends on the current scenario. If this roll is used and the results are a tie, there is no battle initiative.

Encounters: Scenarios
There are seven scenarios that can occur, based on the above checks. Some of these scenarios automatically grant battle initiative to one group (called "auto initiative"), while others use the customized initiative roll. In brief, if both (or if neither) groups detect each other, there is a roll for initiative, while if (exactly) one group remains undetected, the undetected group gets auto initiative.
  • Both groups see each other: The initiative roll is used to determine who, if anyone, has the battle initiative.
  • Overpowered: If one group is "overpowered" in a normal encounter, that group may flee.
  • One group spots and the other group hears: If one group spots the other while the other group hears (but does not spot) the first, then the initiative roll is used to determine who, if anyone, has the battle initiative. (A visual effect will reveal the location of the group that was heard.)
  • One group startled: One group spots the other while the other group neither spots nor hears the first. The group that spotted the other automatically gets battle initiative.
  • Surrounded or cornered: If the unseen group's hide check exceeded the opposed spot check by at least five, the unseen group gets a +4 morale bonus to attack rolls (in addition to automatic battle initiative).
  • Sneak attack: If the unseen group's hide check exceeded the opposed spot check by at least ten, the seen group gets a -4 penalty to armor class (in addition to the unseen group getting +4 to attack rolls and automatic initiative).
  •  Both groups hear each other: If neither group spots the other, but both groups hear each other, then the initiative roll is used to determine who, if anyone, has the battle initiative. (A visual effect reveals the group's location.)
  • Only one group hears the other group: If neither group spots the other but (only) one of the groups hears the other, then the group that heard the other automatically gets battle initiative. (A visual effect will reveal the location of the group that was heard.)
  • Both groups startled: Both groups neither spot nor hear each other. The initiative roll is used to determine who, if anyone, has the battle initiative.
Encounters: Scenario results
Various visual effects are used in the implementation of a surprise round:
  • Red circle:  Signals the start of an encounter and appears at the center location of the party.
  • Gold circle:  When a gold symbol drops around a character or enemy it means, "go" for that individual. This also represents the end of the surprise round for that individual, signaling that they can move freely in real-time.
  • Green visual effect: Used to show the position of enemies that are seen or heard.
Encounters: Surprise round invisibility
A group that is unseen by the other group will be made invisible for the surprise round.

Monsters will position themselves based on the scenario. For example, if the scenario calls for the party to be surrounded, then the opposing monsters will be positioned close to the party in a circular formation. In underground terrain, the distance to monsters will be decreased by half due to echoes, narrow corridors, dust, and low light.

Monster spawns are based on the area's terrain type, the area's challenging rating, and the time of day. The number of monsters spawned is based on the area's challenge rating and the size of the party (counting only player characters). The character level of party members is not taken into account.

The probability of a new encounter increases as a party moves away from its last encounter location. Encounter probability is also higher at night. If a party stays within 30 meters of its last encounter then the party will not get a new battle.

On occasion, a party might retreat and get a new encounter. If creatures from a previous encounter are following, they will be included in the calculations of the new battle scenario, but those creatures will not be invisible since they are already seen and heard.

Encounters: Withdrawl
A character may attempt to withdraw from battle by using the withdraw device. This type of withdrawal can only be
attempted while the character is in combat, meaning that the rest icon is yellow and an enemy has attacked the
character in the preceding round.

Using the device to withdraw from battle requires a successful opposed check, either opposed dexterity checks (d20 + dexterity modifier, with opponents getting a single roll using their average modifier and ties going to the opponents) or a bluff skill check opposed by the enemy's d20 + hit dice +wisdom modifier (it is not documented which enemy makes this roll when the withdrawer is fighting multiple enemies). If successful, the withdrawer will be given a single round to escape from the enemy's line of sight. Stealth mode may be used in conjunction
with this.

Using this type of withdrawal too often comes with a risk of getting fatigued. Fatigue is as in tabletop Dungeons &
Dragons: -2 strength, -2 dexterity, and slowness. Withdrawal fatigue lasts for one hour. A character can attempt withdrawals once every (40 −constitution modifier) rounds without this risk.

Environment effects
The Bonds of Blood persistent world contains certain areas with hostile environments that affect player characters in a variety of ways. Some of these areas have "extreme" environments that deal twice the normal damage for that environment.
  • Winter: A fortitude save must be made every turn to avoid receiving cold damage. During the day, the save DC is 15, and the damage is 1d6. During the night, the DC is 20, and the damage is 2d6.
  • Desert: A fortitude save with a DC of 15 must be made every turn during the day to avoid 1d3 fire damage and 1d3 sonic damage from sand storms.
  • Underwater: A character may hold his breath up to 2 rounds per constitution point. After that he must make a fortitude save with a DC of 10 + 1 per round. Failing the save results in death. To regain his breath, the character must leave the water for 3 rounds.
  • Lava: A fortitude save with a DC of 20 must be made every turn to avoid 2d6 fire damage. It is possible that molten rock may hit the party at any time.
  • Lightning strikes: Though rare, it is possible to get hit by lightning during a storm. Lightning does 1d6 electrical damage and strikes every turn.
Experience: Combat
Experience points for defeating an enemy are awarded to all player characters within 30 meters, regardless of official "party" status. (Despite the irrelevance of party status, and despite the lag associated with large parties, the server recommends that players form official party anyways.) Only player characters are counted when determining the size of a player's side in the combat; unlike the party size penalty of the standard experience system, associates do not affect the size of experience point awards on Bonds of Blood.

If a player wishes to gain good experience then they must fight creatures rated moderate, challenging, very difficult, overpowering, or impossible. Therefore the key to getting good experience is to always fight creatures at least the same level as the player.

As far as experience awards go, the ideal number of player characters to have within the combat radius is four. If there are more than four player characters within the radius, then no one receives experience for that combat. (The server justifies this based on challenge ratings being calculated with the assumption that creatures are opposed by parties of four.) In addition, a "boss" creature will become temporarily invincible if fought by more than four players. If there are fewer than four player characters within the combat radius, then a penalty is applied to earned experience, with the penalty increasing as the number of player characters decreases.

Furthermore, player characters must be of comparable level in order to gain experience from combat. If there is more than an eight-level difference between any two player characters within the combat radius, then no experience will be awarded. This range is based on Dungeons & Dragons (D&D) not giving experience for defeating opponents whose challenge rating differs from a party's average level by more than eight. (There is a change from the D&D rule in that the D&D rule compares a party's average level to an opponent's level, whereas the server rule compares levels within a "party".) It is also intended to stop power-leveling to some extent.

The server is designed with the assumption that a party of four will contain at least one healer and one fighter. The other two party members are assumed to consist of an archer/fighter, an archer/rogue, or a mage. Encounters are balanced around these assumptions.

Experience: Non-combat
There are several ways to gain non-combat experience, including unlocking, disarming, crafting items, identifying items (using an idem optical item), healing others (with a spell, while in combat), quests, and performing jobs for non-player characters. Opening locks and disarming traps only award experience points when done with skills (open lock and disable trap), and this award does not apply to traps set by players. Furthermore, the experience award is forfeited if the lock or trap had ever been subject to the knock or find traps spells (respectively). Jobs may include delivering goods, patrolling, whipping players, taxing players, making items, etc. Jobs are assigned through a conversation with the character for whom the job is done. The experience from jobs is only allowed for the first and last 20% of the experience points required for each level; the remaining 60% must be gained from other sources.

A character must gain at least 5% of the experience for each level (50 x current level) from non-combat experience, excluding experience from identifying items. (The exclusion is due to a cheat.) The server uses this requirement (not all experience based on combat) to justify its identification as being not a pure action module.

Experience: Level-up
The anti-cheat scripts for the server were written before the 1.67 patch, so players should unequip all items that give ability or skill bonuses before initiating the level-up process.

If a character ever loses a level, any gear that can no longer be used due to item level restrictions should be unequipped. Not doing so may render the character invalid after a logout.

The familiar and animal companion selections during level-up have no meaning on this server. The standard mechanics have been disabled and replaced by the familiar and animal companion system from D&D 3.5.

Experience incentives
A character may receive bonus experience points (either +10% or +20%) upon resting, up to a maximum of 400 xp. These are based upon race and class, and they do not stack; only the highest is used.

Racial bonuses are awarded to gnomes (+20%), half-orcs (+20%), and half-elves (+10%).

class bonuses are awarded to single-classed characters (+20%), and to characters who have at least half their levels in bard (+10%), fighter (+20%), monk (+20%), or ranger (+20%). Bonuses are also awarded to characters with at least one level in certain prestige classes, namely arcane archer (+20%), assassin (+10%), blackguard (+10%), dwarven defender (+20%), or shifter (+20%).

Gold Limits
The maximum gold a player character is allowed to carry is 5000 gold pieces times the character level squared. (So the maximum for a level 2 character is 20,000gp, while for a level 40 character the limit is 8,000,000gp.) Excess gold will be deleted.

Grappling
Grappling allows a character to grab a target and stop it from attacking. A small creature can grapple a target from 2 meters away, a medium creature from 3 meters away, and a large creature can grapple a target from 4 meters away. When making a grapple an attempt and while actively grappling a target, a grappler loses his dexterity bonus to armor class (AC). Victims of a successful grapple take a 0 to −4 dodge AC penalty for the duration of the grapple, with the size of the penalty depending on the grapple technique to which they are subject.

A grapple attempt must pass two checks to be successful. The first check determines if the grapple hits, using grappler's d20 + base attack + strength modifier + grapple size modifier versus target's AC

(with the qualification that the server's documentation only specifically mentions the small and medium size modifiers for this roll). If the grapple hits, a second check is made to see if it is successful. The roll is basically the same as the one made to see if the grapple hits, but this time both attacker and defender roll it. That is, grappler's d20 + base attack + strength modifier + grapple size modifier versus target's d20 + base attack + strength modifier + grapple size modifier. (For these rolls, the server's documentation only specifically mentions the small, medium, and large size modifiers.). If grappling with a weapon or shield in hand the grappler takes a -10 penalty to his grapple roll.
  • Grapple pin: Pinning is equivalent to tackling and requires the knockdown feat. A pinned target remains grappled for a long duration. The grappler remains on the ground with the pinned target and is vulnerable to attacks from other creatures. If a grappler attempts to pin a target and fails, the grappler will be knocked down for a long duration.
  • Grapple hold: Holding is equivalent to a bear hug. Holding has a medium duration and leaves both grappler and target on their feet. The grappler must hold the target for the duration and cannot defend himself. If the grappler misses a hold attempt, he will be vulnerable to attacks from other creatures for a medium duration.
  • Grapple hit: This move is equivalent to holding the target for rabbit punches and requires the grappler to be unarmed. The target is held for only a short duration, but a single attack is performed before the target is freed. If the grappler fails, he will be vulnerable to attacks for a short duration.
  • Grapple break free: This move is used to free an ally from a grapple and is targeted on the grappled ally.
Item Identification
No merchants can identify items. Wizards and bards must be sought to identify items. To identify an item between two players, the item can be placed on the ground, where the identifier can right-click then examine it. Also, an idem optical item can identify an item for experience points, provided a lore check is passed.

Merchants
Instead of a standard appraise check, the cost of items bought from a merchant is directly based on the appraise skill level. In addition, the persuade skill can be substituted for appraise. For every point in the higher skill, the purchase price is reduced by 1% of the base cost, to a minimum of 60% of an item's value. Items can only be sold for 40% of the base cost.

Crafted items can be sold to certain merchants for a little over 50% of their value. As crafting costs 50% of the item's value, a small profit can be made by selling crafted items.

Recharging
Wands, rods, books, and staffs can be recharged. The maximum number of charges for these items is 10 + the item's level. Recharging items requires the craft wand feat and a spellcraft skill check.

Rechargeable items can be recharged at a magical forge for a fee or at an altar of recharge by a spell caster. The cost per charge is 1/5 the item's value divided by the maximum charges it can hold. For example, an item worth 2000gp that has a maximum of 12 charges will cost (2000/5)/12 = 33gp per charge. The alternative to a magical forge is an altar of recharge. After placing a rechargeable item in an altar of recharge, casting any spell (from memory or an item) at the altar of recharge will attempt to charge the item. (Not all spells can target the altar appropriately, though, so a player may have to try a few different spells until one works.) Each successful attempt will add a single charge to the item, while unsuccessful attempts will cost gold (to repair the damage).

When recharging another player's items it is very important that the item's owner place the item in the altar, the skilled player recharge it, then the item's owner remove it. Another player should not touch the item or it may be destroyed.

Repairing
Armor and weaponry must be repaired on occasion (after a given number of battles) or they will fall apart. This includes armor, shields, helmets, gloves, and melee weapons. Ranged weapons are not included as they consume either ammunition or the weapon itself, and replacing the consumed items is already a repair cost. The durability of each repairable item is represented by charges, with the maximum charges being 10 + the item's level. If an item ever reaches 0 charges in battle, it is destroyed.

Items can be repaired with a light hammer at an anvil of repair. This is free as long as the repair DC is met by craft armor or craft weapon, as appropriate for the item being repaired. Items can also be repaired at a magical forge, but for a fee. Repairing costs are 1/5 the value of the item in gold, with proportional reductions for the number of charges remaining. For example, an item valued at 1,000gp with a maximum of 11 charges would cost (1000/5)/11 = 18gp per charge that needs to be restored. There is a 9gp fee if the repair attempt fails.

Items can be repaired by someone other than its possessor. In this case, the possessor must place the item in the anvil and retrieve it after the the repairing is done. If the repairer touches the item in this case, the item may be destroyed.

Rest and ambush
The Bonds of Blood persistent world has restrictions on resting and the possibility of ambushes interrupting rest.

Resting is permitted only by characters who have at least half their hit points (to very roughly approximate the pen-and-paper rule that resting heals only a single hit point per level). This means characters will often need to find healing, such as from food, before resting. Resting is also permitted only if enough rounds have passed since the last rest, with the number of rounds equal to 10 plus twice the character's level. (So resting is permitted once every minute and 12 seconds for a level 1 character; once every 9 minutes at level 40.) This stops some well-known spell exploits and encourages players to use a little more strategy. Resting in an inn or on a bedroll cures a character of all ailments (not just magical and extraordinary), and the restrictions on resting do not apply.

If the character does not have an encounter in the immediate area, then the area is not secure and there is a chance that he may be ambushed while resting. The base chance for an ambush is 15% during the day and 25% at night, and this is lowered by the character's hide skill. Resting in armor or with a shield equipped will thus make ambushes more likely, as the armor check penalty will reduce the character's hide skill.

Bonds of Blood implements a "deep sleep" portion of the rest cycle, represented by the "Zs" visual effect. If resting is interrupted during deep sleep, then the rest is considered complete as far as the rest restrictions are concerned.

Switching items
Unequipping an item during combat takes about one "action" to complete, represented by a player character having a -20 penalty to attack rolls while the item swap is considered to be in progress. The more attacks per round a character has, the less time the swap will take.

Treasure
The search skill is used as a percentage to determine a player’s chance of finding an extra item or extra gold within a container. The percentage is equal to the player’s Search rank/2 + 1d20. Detect mode does not need to be activated.

If an object is destroyed there is a 25% chance that its contents will also be destroyed. There is also a small chance that an alarm may be triggered, calling nearby enemies. If a trap on an object is triggered, there is a 25% chance that its contents will be destroyed.

If a higher-level player opens a chest it no longer spawns better items as it did in the Neverwinter treasure system.

Treasure: Drops
Only creatures that would normally carry treasure may drop treasure and gold. Animals drop meat. Magical animals drop hides. The larger the animal the more food it will drop. Plants drop all types of food from seeds to roots to eggs that have been hidden within its branches.

Monsters can only drop items less then or equal to their level. So if a player is looking for a level 10 item he must fight a level 10 creature.

Treasure: High level/unique items
High-level items are rare and cannot be purchased at shops. It is possible to acquire a unique item that to no other player possesses.
               
               

               


                     Modifié par Carcerian, 28 juin 2012 - 12:53 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #9 on: June 26, 2012, 09:01:08 am »


               Maps:

'Posted

Basic Map (by Bannerman)

'Posted

Expert Map (By Seph K)
               
               

               


                     Modifié par Carcerian, 27 juin 2012 - 04:19 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #10 on: June 26, 2012, 09:01:40 am »


               Hints and Tips:
  • Allies may use a healer’s kit or a cure spell on dying members to save them from death.
  • Shields can be used with slings.
  • Keep armor, spells, potions, and weapons in your quickslot so you have instant access to them.
  • Know when to retreat.
  • It is best to use range weapons before engaging in melee hand-to-hand combat.
  • All party members should always focus on one monster at a time.
  • Bring extra swords, shields, potions, scrolls, food, etc before leaving a safe haven.
  • AC is overrated. Sometimes your best bet is to focus on saves, damage resistance, and spell resistance.
  • Just to avoid any penalties always create characters with at least 10 points in each ability.
  • For every 2 points of strength above 10 a character gets 1 more point of damage per swing.
  • Dexterity is used to determine accuracy in range weapons.
  • Favored classes and prestige classes are not calculated in determining the experience penalty.

               
               

               


                     Modifié par Carcerian, 27 juin 2012 - 07:03 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #11 on: June 26, 2012, 09:02:28 am »


               April 2012 Update @ narcsbondsofblood.freeforums.org

BoB April 2012 Release

Post by phann » Sun Apr 08, 2012 4:28 pm
Well we are there. A new release with a new set of bosses now in game. This one took a longer time than we had hoped to get it working the way we wanted it, but by all accounts so far, it was worth it.

So... what is next. Well we have four more boss fights now in test. These are leading towards the end of the story. The next couple of bosses are very much a part of the ending of this epic adventure. I hope to see these bosses released in the next 1-2 months.

I have started work on the end-game areas and final story componets. I am hopeful that these will be there by summer 2012. It has been a lot of work, but now we are getting to see the light at the end of the tunnel.

Those who work all the way to the end will find out who the Dictator is and quite a bit more of what has been happening in the world of Termes.

Well have fun!

Phann


               
               

               


                     Modifié par Carcerian, 27 juin 2012 - 08:07 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #12 on: June 28, 2012, 02:24:50 am »


               From ingame module updates sign:

V9_35_33sh - May 26, 2012
-- New Areas (Saburra is open)
-- New Bosses and more!


               
               

               
            

Legacy_Luj1

  • Newbie
  • *
  • Posts: 36
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #13 on: December 09, 2012, 07:26:07 pm »


               Excuse me, is this server still on? Sounds very interesting
               
               

               
            

Legacy_HipMaestro

  • Hero Member
  • *****
  • Posts: 2849
  • Karma: +0/-0
Dungeons and Dragons 3.5 Online Chapter 2: Narc's Bonds of Blood
« Reply #14 on: December 12, 2012, 03:42:05 pm »


               

Luj1 wrote...
Excuse me, is this server still on? Sounds very interesting

Latest server issues (about 2 weeks ago)

So I would presume it is up and running.  Best way to tell is, well... you know. '<img'>