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Registered: 12-2006
Posts: 964
Mechanics & Custom Content


Below is a comprehensive list of game mechanics unique to Andrune from the standard NWN ruleset.

1. #post2597]The Basics
2. #post2598]Classes, Skills, & Feats
3. #post2599]Spell Changes

4. #post2600]*NEW* Optional Spells

Last edited by Numos, 5/28/2012, 12:09 am


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Numos: Shapeshifting wizard
Taevis Bentham: Woodsman
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Re: Mechanics & Custom Content


General Game Mechanics

Death & Dying: A PC reduced to 0 or fewer hit points by an attack will fall unconscious. Unconscious PCs always start at -1 hp and will bleed out over the next minute until death at -10 hp. While unconscious a PC can be revived by any healing effect.

Equipment: Andrune features a tiered shopping system where PCs will find the quality of items for sale in Avendel to improve with character level. This is reflection of more experienced PCs being better connected within the city.

Respawning: A dead PC may choose to respawn in Saint Olivia's Church where they will take a penalty of 100 xp per character level, and 10% of their total gold.

Resting: PCs may rest once every 20 minutes. Resting is not restricted to beds and camps, and is assumed to be a short break, as opposed to 8 hours of sleep.

Savings Throws: A roll of 1 on a savings throw will result in automatic failure.

Travel: Instead of resting a PC can use their map to quickly travel to any of the island's main settlements.


Last edited by Numos, 6/7/2012, 12:35 am


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Characters:
Numos: Shapeshifting wizard
Taevis Bentham: Woodsman
5/27/2012, 11:37 pm Link to this post Send Email to Numos   Send PM to Numos
 
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Re: Mechanics & Custom Content


Classes

Assassin, Vanish: At 8th level the assassin can hide in plain sight, even while under observation.

Druid, Summoning: Much like clerics with the animal domain the summoning spells of druids are improved. A druid who casts Summon Creature III will summon a dire boar, as if they had cast Summon Creatre IV, instead of a dire wolf.

Druid, Wildshape: Each animal shape grants a different set of abilities. Panther, for example, offers sneak attack and a stealth bonus, while bear grants damage resistance and fast healing.

Druids receive an additional +2 AC from Barkskin; this improves to +4 at 12.

Pale Master, Summon Undead: Pale Master minions have been improved significantly. Summon Undead animates a durable zombie thrall, and Summon Greater Undead animates a fearsome vampire warrior.

Ranger, Camouflage: At 13th level the ranger can hide in plain sight, even while under observation, but only in natural settings.

Skills, & Feats

Devastating Critical: This feat is disabled.

Spell Focus (Abjuration): Each rank in Spell Focus (Abjuration) improves your dispelling check by +1, and increases the maximum of absorbtion of Endure Elements and similar spells by 10.

Spell Focus (Divination): Each rank in Spell Focus (Divination) causes Clairvoyance/Clair-audience to grant 10%/25%/50% concealment. Causes True Strike to grant summoned minions +10, +15, or +20 to attacks.

Spell Focus (Conjuration): Each rank in Spell Focus (Conjuration) grants +2 Strength and Constitution to your summoned creatures.

Spell Focus (Necromancy): Each rank in Spell Focus (Necromancy) grants +2 Strength to your summoned undead.

Spell Focus (Transmutation): Each rank in Spell Focus (Transmutation) grants +2 attack and +2 damage while polymorphed. Causes ability enhancements, such as bull's strength, to grant +3-5, +4-5, or +5 to a given attribute.

Last edited by Numos, 9/16/2013, 10:23 pm


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Numos: Shapeshifting wizard
Taevis Bentham: Woodsman
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Re: Mechanics & Custom Content


Spell Changes

Bigby's Clenched Fist- Damage is magical instead of bludgeoning.
Bigby's Crushing Hand- Target is immobilized instead of paralyzed, damage is magical instead of bludgeoning.
Bigby's Forceful Hand- Duration is 9 seconds.
Bigby's Grasping Hand- Target is immobilized instead of paralyzed.
Bladethirst- Adds a +1/4 levels enhancement to a weapon, instead of +1/3 levels. Can enchant ranged weapons and gloves.
Charm- All charms spells last for 6 seconds/level.
Darkfire- Adds your choice of acid, cold, fire or electrical damage to a weapon. Can enchant gloves.
Death Armor- Is not cumulative with other damage shield effects.
Dominate- All dominate spells last for 6 seconds/level.
Elemental Shield- Is not cumulative with other damage shield effects.
Epic Mage Armor- Adds a +20 Armor Bonus to defense.
Flame Weapon- Adds your choice of acid, cold, fire or electrical damage to a weapon. Can enchant gloves.
Greater Magic Fang- Adds a +1/4 level enhancement to an animal companion's attacks, instead of +1/3 levels. Lasts for 10 minutes/level, instead of 1 minute/level.
Greater Magic Weapon- Adds a +1/4 levels enhancement to a weapon, instead of +1/3 levels. Can enchant ranged weapons and gloves.
Greater Sanctuary- Lasts for 6 seconds/level, instead of 1 minute/level.
Greater Stoneskin- Provides DR 15/+10 for 1 minute / level.
Harm- Inflicts 10/level (max 150) damage to a living creature, fortitude for half.
Heal- Heals 10/level (max 150) damage to a living creature, functions as harm against undead.
Isaac's Greater Missile Storm- Each projectile inflicts 1d6 damage, instead of 2d6, and all missiles can be cast at a single target.
Isaac's Lesser Missile Storm- All missiles can be cast at a single target.
Mage Armor- Adds a +4 Armor Bonus to defense.
Magic Vestment- Adds a +1/4 levels enhancement to an armor piece, instead of +1/3 levels.
Magic Weapon- Can enchant ranged weapons and gloves.
Mass Camouflage- Allows you and your party to travel instantly through the faerie realm.
Mass Heal- Heals 10/level (max 250) damage to all nearby living creatures, functions as harm against undead.
Mestil's Acid Sheath- Is not cumulative with other damage shield effects.
Polymorph Self- Additional shapes are available if you select zombie shape.
Premonition- Provides DR 20/+10.
Shadow Shield- Grants immunity to ability drain instead of immunity to necromancy.
Shapechange- Additional shapes are available if you select iron golem shape.
Shield- Adds a +4 Shield Bonus to defense, and grants immunity to magic missile and missile storm spells.
Stoneskin- Provides DR 10/+10 for 1 minute / level.
Summon Creature- Duration is 1 minute / level.
Summon Shadow- Allows you and your party to travel instantly through the shadow plane.
Timestop- Cannot be cast more than once per minute.
True Seeing- Grants +20 Spot and the ability to see magically hidden creatures.

Last edited by Numos, 9/17/2013, 12:51 am


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Numos: Shapeshifting wizard
Taevis Bentham: Woodsman
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Re: Mechanics & Custom Content


Optional Spell Override (Beta)

I have begun adding a number of new, custom-made spells to Andrune via a downloadable override. This is very much in its infancy and something I am currently testing but hope to use more often in the future.

If you'd like to use and test the new spells you can download the override [url=[sign in to see URL]

quote:

Baleful Polymorph
Caster Level(s): Druid 5, Wizard / Sorcerer 5
Innate Level: 5
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Permanent
Additional Counter Spells:
Save: Fortitude
Spell Resistance: Yes

You change the subject into a chicken.



quote:

Polar Ray
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

A blue-white ray of freezing air and ice springs from your hand. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).



quote:

Reincarnate
Caster Level(s): Druid 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

Returns one target corpse to life. The raised character returns to life with only 1 Hit Point.



quote:

Shadow Walk
Caster Level(s): Bard 5, Wizard / Sorcerer 6
Innate Level: 5
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

A list of destinations can be found in the Craft Skills Menu.



quote:

Teleport
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Short
Area of Effect / Target: Point
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.

A list of destinations can be found in the Craft Skills Menu.




Last edited by Numos, 6/2/2012, 9:33 pm


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Characters:
Numos: Shapeshifting wizard
Taevis Bentham: Woodsman
5/28/2012, 12:04 am Link to this post Send Email to Numos   Send PM to Numos
 




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