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I'm updating the Frequently Asked Questions List and looking for questions that might be helpful. Please provide any ideas on the forums or email me at This e-mail address is being protected from spambots. You need JavaScript enabled to view it

Written by admin Monday, 20 December 2010 18:27

 

*** HAK UPDATE ***

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The dragonlance.hak and dragonlance.tlk files were updated on 12/19 to include the Wizard of the Black Robes prestige class and fix the Barbarian Rage bug.

Written by admin Sunday, 19 December 2010 13:43

 

New Class Added - Wizard of the Black Robes

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(PRESTIGE CLASS)
Wizards draw their strength from the Gods of Magic — Solinari, Lunitari, and Nuitari — who trained the first Wizards of High Sorcery in their arcane laws. This First Conclave trained other spellcasters, starting a process of seeking out worthy students and handing down the principles and codes that would eventually bring order to the arcane energies that threatened constantly to disrupt the world. Since that time, the laws of magic have been upheld by all three orders of the Wizards of High Sorcery.

Though Black Robe wizards embrace the cause of evil, they don’t seek to advance that cause by randomly hurling fireballs at the peasantry (at least not frequently), for such activities would abuse and jeopardize their primary loyalty to magic itself. Black Robe wizards may be cruel, but they are also selfish and cunning, and tend to avoid open acts of violence if more subtle ways can be found.

- Hit Dice: d4.
- Proficiencies: None
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Alignment: Any Evil
Skills: Knowledge (Arcana) 10 ranks, Spellcraft 10 ranks
Feats: Skill Focus (Spellcraft),  Spell Focus (Any), Scribe Scroll and any Item Creation or Metamagic feat
Spells: Must be able to cast at least 2nd level Arcane spells
Special: Must have passed the Test of High Sorcery

ABILITIES:

Level
2: Arcane Research +1 - A Wizard of High Sorcery has access to the secrets and knowledge of the Conclave and the Towers of High Sorcery. Beginning at 2nd level, the character gains a +1 competence bonus to Spellcraft and Knowledge (arcana) skill checks. This bonus increases by +1 every two levels thereafter (so +2 at 4th level, +3 at 6th level, and so on).
3: Magic of Betrayal - Any necromancy spell cast by the wizard is automatically extended and cast at a spell level one higher than the wizard's caster level. This spell does not occupy a higher spell slot.
4: Arcane Research +2
5: Magic of Darkness - Once per day for every two class levels attained, a Black Robe wizard who knows this secret can alter any spell that deals hit point damage to deal damage of negativel energy. Once the feat is selected, the very next spell cast by the Black Robe will be altered in this manner.
6: Arcane Research +3
7: Magic of Fear - A Black Robe wizard who knows this secret can make her spells more intimidating. Upon selection of this feat, the next spell cast by the Wizard will attempt to also demoralize all opponents within a 30 ft radius by making an Intimidate check against the opponent’s modified character level. The wizard receives a circumstance bonus on the Intimidate check equal to the level of the spell she casts.
8: Arcane Research +4
9: Magic of Hunger - A Black Robe wizard who knows this secret may draw even further upon her own resources to increase the scope of her magic. Each day, she may prepare one extra spell of her highest spell level at the cost of 1 point of Constitution damage per spell level. This ability damage heals normally but cannot be magically restored. The effects of this spell will wear off after 10 minutes.
10: Magic of Pain- (Not yet implemented) Once per day for every two class levels attained, the Black Robe wizard who knows this secret may cast any spell that deals hit point damage to infl ict pain beyond the spell’s normal effects. Any creature damaged by such a spell must make a successful Fortitude save (DC 10 + spell level + Constitution modifi er) or suffer a –2 penalty on attack rolls, skill checks, and ability checks for one round due to the lingering pain the spell infl icts. As a price for this wracking pain, the Black Robe herself takes 1d6 points of damage when the spell is cast. 
10: Arcane Research +5

Written by admin Sunday, 19 December 2010 13:32

   

New Forums

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There are new forums for the new server. Please register at http://www.nwn-riseofhonor.com/forums/

The old forums will remain at http://www.nwn-riseofhonor.com/pbpBB3  (hopefully I can even fix the issues I caused at some point ;) )

Written by admin Saturday, 11 December 2010 20:57

 

Crafting Feats

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The server now incorporates Crafting Feats (available to the Master Craftsman class & Mighty Anvil Class)

Item of Distinction - With this knack, the master craftsman learns how to more efficiently create masterwork items. Masterwork items created with this Craft skill are known as items of distinction. Items of distinction function like other masterwork items, but can be further enchanted by the application of a Rune Stone. This knack can be taken more than once. Each time, it applies to a different Craft skill.

Item of Reknown - With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are twice as effective as standard masterwork items – they can be further enchanted by the application of two Rune Stones. These items of renown must be created with the Craft skill specified by the master’s item of distinction knack.

Item of Fame  -  With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are three times as effective as standard masterwork items – they can be further enchanted by the application of three Rune Stones. These items of fame must be created with the Craft skill specified by the
master’s item of distinction knack.

Item of Glory - With this knack, the master craftsman improves upon his existing talent at creating superior masterwork items. The master craftsman can create masterwork items that are four times as effective as standard masterwork items – they can be further enchanted by the application of four Rune Stones. These items of glory must be created with the Craft skill specified by
the master’s item of distinction knack.

Item of Legend - With this knack, the master craftsman reaches the pinnacle of his ability to create superior items. The master craftsman can create masterwork items that are five times as effective as standard masterwork items - they can be further enchanted by the application of five Rune Stones. These items of legend must be created with the Craft skill specified by the master’s item of distinction
knack.

Rune stones can by purchased for 5 steel coins from Tim the Enchanter in Caergoth.

Written by admin Tuesday, 07 December 2010 18:40

   

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