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Skills (Bonds of Blood)

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Bonds of Blood
D&D 3.5 online server chapter 2
Bannerman's map of Termes
Bannerman's map of Termes

Creator: Narcissus
Type: role play
Levels: 1-40
PvP: full PvP
Version: 1.69 (8109)+XP1+XP2
IP: 98.232.89.164:5121
Rules: player's handbook
Changes: subraces, classes, feats, skills, spell changes
Systems: crafting, repairing and cooking; merchants, barter and gold limits; deities, religion and prayer; environment; rest and ambush; combat; death; experience; emotes
Items: treasure, properties, teleportation
Info: hints and tips

Skill checks are now made at every level-up to stop the skill point carry over exploit. The maximum base skills, minus items and feats, a player can have at any given level is 3 + class 1 levels (divide by 2 if cross-class skill) + class 2 levels (divide by 2 if cross-class skill) + class 3 levels (divide by 2 if cross-class skill) + the ability modifier for that skill. For example, a level 20 fighter can have 23 (not including strength modifier) discipline skill points because discipline is a class skill for fighters. Now if a level 20 fighter is trying to max his hide skills, the maximum he could have is 13 (not including his dexterity modifier) since the hide skill is a cross-class skill for a fighter (basically half of a class skill).

Contents

[edit] Skills

[edit] Bluff

To fool (or feint) a creature a player must use the Bluff action item. Activate the item by right clicking it.

The bluff check is the bluff skill + 1d20 versus the victim’s hitdice + the victim’s wisdom modifier + 1d20. The victim also receives a bonus to avoiding a bluff due to low intelligence. If the victims intelligence less then 5 it will receive a +8 bonus versus bluffs and if the it’s intelligence is less then 10 it will receive a +4 bonus to bluffs.

A fooled creature will lose it’s dexterity bonus to AC for 1 round (Feint) and can only be bluffed once every 10 rounds.

[edit] Healing

Healer’s kits can be used to cure poison and disease and it also heals hitpoints.

In order to cure a player of disease or poison the user of the healer’s kit must make a heal roll of 10 or more depending on the DC of the ailment.

The maximum hitpoints that can be replenished with a healer’s kit is 1d8 + heal rank/2.

[edit] Intimidate

To intimidate a creature a player must use the Intimidate action item.

The intimidation check is the player’s Intimidation rank + 1d20 versus the victim’s hitdice + wisdom modifier + 1d20. Size is calculated in the formula (-4 for small, 0 for medium, +4 for large). An intimidated creature is intimidated for 2 rounds + 1 round for every 4 points the player’s roll is above the victim’s roll (max 5). The victim can only be intimidated once every 10 rounds. An intimidated creature suffers -2 to attacks, -2 to all saves, and -2 to all abilities. This condition is called “shaken” in D&D.

The target cannot be intimidated if the intimidator is invisible or the target is blind.

[edit] Lore

The Idem Optical can identify an item for experience points if the item is successfully identified with it. The identification roll is the users lore skill vs. the DC to identify the item, which has been set by Bioware.

The Idem Optical can only identify items in the user’s possession or items that are on the ground.

[edit] Opening Locks

There are a few types of doors: Normal, Locked, and Sealed. Normal doors are usually unlocked. Locked doors are locked and may sometimes be broken open. Sealed doors can only be opened with special keys, with levers, or some cannot be opened at all. That’s a part of their mystery.

Locked doors can be opened in a few ways. First they can be unlocked with the Unlock skill. Second some can be bashed down with spells or weapons but physical damage is usually most effective. It is important to know that not all locked doors can be opened. It may depend on the day, but some doors will be impossible to open and the next day it may be possible to open.

Chests may be unlocked, locked, and trapped. It’s possible that a chest may be locked and trapped.

Locked chests can be opened by using the unlock skill or through force.

If a chest is destroyed there is a chance that the contents will be destroyed. The chance is 25%.

If a trap is triggered there is a chance that the contents will be destroyed. The chance is 25%.

[edit] Pickpocket

DO NOT USE THE Neverwinter PICKPOCKET SYSTEM or you will be punished severely. A player must use the new pickpocket action item to pickpocket another player or creature.

A player can pickpocket gold from other players and can pickpocket both gold and items from monsters. The pickpocket formula has a range of [0, pickpocket rank/2] x the targets challenge rating/2. So with a pickpocket skill of 30 and a target of level 10, a player could pickpocket a minimum of 0gp and maximum of 15 x 5 = 75gp. A pickpocket must roll at least 20 to pickpocket a non-hostile creature and at least 30 to pickpocket a hostile creature. To detect a pickpocket, the target must have a spot check higher then the pickpocket check.

As a bonus, the pickpocket skill rank works as a percentage to find items on a monster.

[edit] Stealth Skills

Classes who specialize in hiding will be glad to know that the new True Seeing spell can only see invisible creatures (not hidden creatures in stealth mode), see through darkness, and increases will saves. True Seeing as a natural ability has been removed from the game because it is not implemented correctly in the NWN engine. This change makes hide in plain sight and stealth more valuable.

[edit] Improved Stealth Mode

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’s Move Silently rank + 1d20 is higher then all the enemy’s Listen rank + 1d20.

Only Rangers, Shadowdancers, and Assassins can hide while in plain sight with this device.

[edit] Spellcraft/Use Magic Device

Spells allowed by any class with use magic device:

[edit] 0 level

Acid Splash, Cure Minor Wounds, Daze, Electric Jolt, Flare, Inflict Minor Wounds, Light, Resistance, Virtue

[edit] 1st level

Amplify, Balagarns Iron Horn, Bane, Bless, Burning Hands, Camouflage, Charm Person, Color Spray, Cure Light Wounds, Doom, Endure Elements, Entangle, Entropic Shield, Expeditious Retreat, Grease, Horizikaul's Boom, Ice Dagger, Identify, Inflict Light Wounds, Iron Guts, Lesser Dispel, Mage Armor, Magic Fang, Magic Missile, Magic Weapon, Negative Energy Ray, Protection from Alignment, Ray of Enfeeblement, Remove Fear, Sanctuary, Scare, Shelgarn's Persistent Blade, Shield, Sleep, Summon Creature I, True Strike

[edit] 2nd level

Aid, Aura of Glory, Barkskin, Blindness/Deafness, Bull Str, Cat's Grace, Charm Person or Animal, Clarity, Cloud of Bewilderment, Cure Moderate Wounds, Darkness, Death Armor, Eagles Splendor, Find Traps, Flame Lash, Fox's Cunning, Geldee's Electric Loop, Ghostly Visage, Ghoul Touch, Hold Animal, Hold Person, Inflict Moderate Wounds, Invisibility, Knock, Lesser Dispel, Lesser Restoration, Melf's Acid Arrow, Negative Energy Ray, One with the land, Owl's Wisdom, Remove Paralysis, Resist Elements, See Invisibility, Silence, Sound Burst, Summon Creature II, Stone Bones, Tasha's Hideous Laughter, Ultravision, Web

[edit] 3rd level

Animate Dead, Bestow Curse, Blade Thirst, Call Lightning, Charm Monster, Clairaudiance/Clairvoyance, Confusion, Contagion, Continual Flame, Cure Serious Wounds, Dispel Magic, Displacement, Dominate Animal, Fear, Fireball, Flame Arrow, Glyph of Warding, Greater Magic Fang, Greater Magic Weapon, Gust of Wind, Haste, Healing Sting, Infestation of Maggots, Inflict Serious Wounds, Invisibility Purge, Invisibility Sphere, Keen Edge, Lightning Bolt, Mestil's Acid Breath, Negative Energy Protection, Negative Energy Burst, Prayer, Protection From Elements, Quillfire, Remove Blindness/Deafness, Remove Curse, Remove Disease, Scintillating Sphere, Searing Light, Slow, Spike Growth, Stinking Cloud, Summon Creature III, Vampiric Touch, Wounding Whispers

[edit] 4th Level

Charm Person, Confusion, Cure Critical Wounds, Dismissal, Dominate Person, Elemental Shield, Enervation, Evard's black Tentacles, Fear, Flame Strike, Freedom of Movement, Hammer of the Gods, Hold Monster, Ice Storm, Improved Invisibility, Inflict Critical Wounds, Issac's Lesser Missile Storm, Lesser Spell Breach, Minor Globe of Invulnerability, Neutralize Poison, Phantasmal Killer, Poison, Restoration, Shadow Conjuration, Stoneskin, Summon Creature IV, Wall of Fire

[edit] 5th level

Awaken, Ball Lightning, Battletide, Bigby's Interposing Hand, Circle of Doom, Cloudkill, Cone of Cold, Death Ward, Dismissal, Ethereal Visage, Firebrand, Greater Shadow Conjuration, Healing Circle, Inferno, Lesser Planar Binding, Lesser Spell Mantle, Mind Fog, Monstrous Regeneration, Polymorph Self, Slay Living, Spell Resistance, Summon Creature V, True Seeing, Vine Mine

[edit] 6th level

Acid Fog, Banishment, Bigby's Forceful Hand, Blade Barrier, Chain Lightning, Circle of Death, Create Undead, Crumble, Drown, Energy Buffer, Greater Sanctuary, Heal, Issac's Greater Missile Storm, Legend Lore, Mass Haste, Planar Ally, Planar Binding, Shades, Stonehold, Summon Creature VI, Tenser's Transformation, Undeath to Death

[edit] 7th level

Control Undead, Creeping Doom, Delayed Blast Fireball, Destruction, Finger of Death, Great Thunderclap, Greater Sanctuary, Mordenkainen's Sword, Power Word Stun, Prismatic Spray, Regenerate, Spell Mantle, Summon Creature VII, Word of Faith

[edit] 8th level

Bombardment, Create Greater Undead, Greater Planar Binding, Incendiary Cloud, Mass Blindness/Deafness, Mass Charm, Summon Creature VIII, Sunbeam, Sunburst

[edit] 9th level

Bigby's Crushing Hand, Energy Drain, Implosion, Power Word Kill, Shapechange, Summon Creature IX, Wail of the Banshee, Weird

[edit] Restricted Spells

Some spells may verify that the caster has at least 1 level in the native class to cast the spell using Spellcraft or Use Magic Device.

Spells that verify class:

Acid Sheath, Aura of Vitality, Aura vs Alignment, Bigby's Clenched Fist, Bigby's Grasping Hand, Black Blade of Disaster, Black Staff, Bless Weapon, Blood Frenzy, Darkfire, Deafening Clang, Dirge, Divine Favor, Earthquake, Elemental Swarm, Fire Storm, Flame Weapon, Gate, Greater Dispel, Greater Planar Binding, Greater Restoration, Greater Spell Breach, Greater Spell Mantle, Greater Stoneskin, Holy Sword, Horrid Wilting, Magic Circle vs Alignment, Magic Vestment, Mass Camouflage, Mass Heal, Meteor Swarm, Mind Blank, Mordenkainen'd Disjunction, Owl's Insight, Premonition, Protection From Spells, Raise Dead, Resurrection, Shadow Shield, Shield of Faith, Storm of Vengeance, Timestop, Undeath's Eternal Foe, War Cry

[edit] Tumble

The Tumble skill rank is now capped at 40. Also, Amulet AC (natural AC subtype) and Tumble AC (dodge AC subtype) have been combined into a single AC type therefore they are not allowed to stack. This has been done to keep the AB to AC ratio within range of each other. Also you should not get +1 AC per 5 tumble ranks per D&D 3.5. This was an incorrect implementation of Tumble by Bioware. The maximum combined Tumble AC and Amulet AC may not exceed the [player’s level/5 + 1] max +8. A script will automatically regulate this feature.

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