Post by Acaos on Feb 18, 2012 23:43:34 GMT
Paragon Levels
- Paragon Levels are finally here! They have been documented in full in the journal entry on legendary levels, but we'll cover highlights here.
- Characters gain a total of 2 ability points in each of the 6 ability scores over paragon levels.
- Characters gain a total of 3 skill points each paragon level. Skill level is capped at 63, but skill points taken in a skill over that amount will still count to offset hostile environment penalties.
- Characters gain one point of ab for each 4 paragon levels.
- Characters continue to gain feats every three levels, with the first falling on level 63, 3 levels after the last gained in legendary levels.
- Characters gain +5 to all saves during paragon levels.
- Class levels, casterlevels, and bard song levels are completely unaffected by paragon levels unless specifically indicated otherwise. The sole exception to this rule at present is that paragon levels DO count towards increasing damage dice of epic spells and paragon spells.
- New paragon feats include the following:
-- Paragon Ability Check Feats - These feats add a bonus of 4 to all ability checks related to the specified ability score.
-- Paragon Environment Feats - These feats add environmental survival abilities, or reduce hostile environment penalties.
-- Paragon of Polymathy - Requires CC Wizard, grants a casting of a paragon spell of your choice, of any school (except your barred school, if you are a specialist).
-- Paragon Save Feats - An extension of legendary feats, though with different bonuses.
-- Paragon Skills Feats - Can be taken up to three times, adding 30 skill points each time.
-- Paragon Spell Feats
--- Paragon Spell Focus feats require the respective Legendary Focus and add an additional 2 to the chosen school's spell DCs.
--- Paragon Spell Penetration requires Legendary Spell Penetration and adds 2 to the check to beat a creature's SR.
--- Paragon Spell Knowldge feats require knowledge of therespective epic spell, and either Paragon Spell Focus in the school, or wizard specialization in the school. They grant the ability to cast the school's paragon spell, and a second casting of the school's epic spell. Epic spells that already have more than one casting have their castings doubled, and toggleable epic spells with counters have their counters burn at half the normal rate.
-- Paragon of Stability - Grants the character a second roll to avoid knockdown effects.
-- Paragon Toughness Feats - Paragon Toughness 1-10 feats add 100 hit points to the character's total each.
-- Paragon Weapon Focus - Paragon Weapon Focus feats require Legendary Weapon Focus in the specified weapon and add +2 to your AB with that weapon.
-- Paragon Weapon Specialization - Paragon Weapon Specialization feats require Legendary Weapon Specialization in the specified weapon and add +8 to all damage done with that weapon.
-- Paragon Form Focus feats - For shifter forms, continue form scaling and add 2 dc to form abilities.
-- Paragon Form Defense - Adds 3 ac to all shifter forms.
-- Paragon Knockdown and Disarm - These add 2 ab to the check and a small area-of-effect to knockdown and disarm.
New Spells
- We've added a variety of new spells, mostly lower-level divine spells, to help round out those levels.
- Creeping Cold (Cl 2), Heat Body (Dr 2), Caustic Gel (Dr 2), Static Charge (Cl 2), Monotonous Echo (Bd 2) - these are damage-over-time single target spells that also inflict damage resistance reduction while active
- Life's Grace (Cl 5 Pl 4) - single target versin of Uneath's Eternal Foe.
- Last Breath (Dr 4) - resurrection spell that only works on targets dead 3 rounds or less.
- Pesticide (Dr 4) - single target Vermin-killer, like Defoliate is for plants.
- Divine Retribution (Cl 3) - single target short range bolt inflicts sacred or divine damage depending on caster's alignment.
- Primal Vengeance (Dr 3) - single target bolt inflicts primal damage.
New Feats
- In addition to paragon feats, we've added some other new feats
- Legendary Knockdown and Disarm - these add 2 ab to the check and have other effects - details in the journal.
- Superior Disarm - implemented as a WM epic class feat - reduces wait on fast-action disarm from 6 seconds to 3.
- Superior Knockdown - implemented as a WM epic class feat - reduces wait on fast-action kd from 6 seconds to 3.
- Legendary Form Defense - Adds 3 ac to all shifter forms, stacks with Paragon form defense above.
Class Feat Additions
- Added Power Critical, IC, GWF to WM class feat 2da.
- Druids should now properly get EMA as an available epic bonus feat.
New Quasiclass
- The Gnomish Inventor is finally done! Details available in the journal.
BFM/DSM Edits
- Buffet DC is now equal to BFM/DSM levels plus constitution modifier. For non-BFM/DSM, dragon disciple buffet is also changed, to disciple levels plus con mod, but no longer counting legendary levels.
- Firebrand/Ball Lightning now inflicts only a single damage type, and inflicts 2/- per 10 casterlevels in resistance debuffs.
- Hellball now does (casterlevel*3/2)d20 of either fire or electrical. Creatures that heal off of the caster's element will take lowest exotic damage type instead.
- Fireball/Scintillating Sphere now inflict 1% per 6 caster levels damage vulnerability.
Area Edits
- Many bosses have been modified with special behaviors if summons are present when they spawn. Only way to find out is to try and see!
- The illithid mindstill is now taken by the pedestal in Axis Eurundia again, instead of at the entrance to the Overmind.
- Abyssal ant swarms now do half damage to characters with Druid as their control class.
Item Edits
- Added new assisin gloves on the Hand in the Pit of Moliation.
- Added a cure disease rod in the hell store.
Bug and Exploit Fixes
- Fixed a bug with GetRarity function causing errors in electrifying, crafting and item listing.
- Fixed a bug preventing application of deafness to all but silenced players and creatures.
- Fixed a bug causing Time Stop to kill summons, familiars, and companions.
- Fixed a bug causing dragon-cast Time Stop not to get augmented duration.
- Fixed a bug disallowing CEP Weapon Focus feats at first level.
- Crashed and hung servers will now reset automatically after 15 minutes.
- Casting Wall of Stone will now break sanctuary.
- Trapmaker traps are now stack-limited like Delayed Blast Fireball.
- Documentation for heralds will now show properly ingame and on the forums.
- Greater magic fang has now been fixed, and capped at +16 enhance.
- Other bug and exploit fixes.
- Paragon Levels are finally here! They have been documented in full in the journal entry on legendary levels, but we'll cover highlights here.
- Characters gain a total of 2 ability points in each of the 6 ability scores over paragon levels.
- Characters gain a total of 3 skill points each paragon level. Skill level is capped at 63, but skill points taken in a skill over that amount will still count to offset hostile environment penalties.
- Characters gain one point of ab for each 4 paragon levels.
- Characters continue to gain feats every three levels, with the first falling on level 63, 3 levels after the last gained in legendary levels.
- Characters gain +5 to all saves during paragon levels.
- Class levels, casterlevels, and bard song levels are completely unaffected by paragon levels unless specifically indicated otherwise. The sole exception to this rule at present is that paragon levels DO count towards increasing damage dice of epic spells and paragon spells.
- New paragon feats include the following:
-- Paragon Ability Check Feats - These feats add a bonus of 4 to all ability checks related to the specified ability score.
-- Paragon Environment Feats - These feats add environmental survival abilities, or reduce hostile environment penalties.
-- Paragon of Polymathy - Requires CC Wizard, grants a casting of a paragon spell of your choice, of any school (except your barred school, if you are a specialist).
-- Paragon Save Feats - An extension of legendary feats, though with different bonuses.
-- Paragon Skills Feats - Can be taken up to three times, adding 30 skill points each time.
-- Paragon Spell Feats
--- Paragon Spell Focus feats require the respective Legendary Focus and add an additional 2 to the chosen school's spell DCs.
--- Paragon Spell Penetration requires Legendary Spell Penetration and adds 2 to the check to beat a creature's SR.
--- Paragon Spell Knowldge feats require knowledge of therespective epic spell, and either Paragon Spell Focus in the school, or wizard specialization in the school. They grant the ability to cast the school's paragon spell, and a second casting of the school's epic spell. Epic spells that already have more than one casting have their castings doubled, and toggleable epic spells with counters have their counters burn at half the normal rate.
-- Paragon of Stability - Grants the character a second roll to avoid knockdown effects.
-- Paragon Toughness Feats - Paragon Toughness 1-10 feats add 100 hit points to the character's total each.
-- Paragon Weapon Focus - Paragon Weapon Focus feats require Legendary Weapon Focus in the specified weapon and add +2 to your AB with that weapon.
-- Paragon Weapon Specialization - Paragon Weapon Specialization feats require Legendary Weapon Specialization in the specified weapon and add +8 to all damage done with that weapon.
-- Paragon Form Focus feats - For shifter forms, continue form scaling and add 2 dc to form abilities.
-- Paragon Form Defense - Adds 3 ac to all shifter forms.
-- Paragon Knockdown and Disarm - These add 2 ab to the check and a small area-of-effect to knockdown and disarm.
New Spells
- We've added a variety of new spells, mostly lower-level divine spells, to help round out those levels.
- Creeping Cold (Cl 2), Heat Body (Dr 2), Caustic Gel (Dr 2), Static Charge (Cl 2), Monotonous Echo (Bd 2) - these are damage-over-time single target spells that also inflict damage resistance reduction while active
- Life's Grace (Cl 5 Pl 4) - single target versin of Uneath's Eternal Foe.
- Last Breath (Dr 4) - resurrection spell that only works on targets dead 3 rounds or less.
- Pesticide (Dr 4) - single target Vermin-killer, like Defoliate is for plants.
- Divine Retribution (Cl 3) - single target short range bolt inflicts sacred or divine damage depending on caster's alignment.
- Primal Vengeance (Dr 3) - single target bolt inflicts primal damage.
New Feats
- In addition to paragon feats, we've added some other new feats
- Legendary Knockdown and Disarm - these add 2 ab to the check and have other effects - details in the journal.
- Superior Disarm - implemented as a WM epic class feat - reduces wait on fast-action disarm from 6 seconds to 3.
- Superior Knockdown - implemented as a WM epic class feat - reduces wait on fast-action kd from 6 seconds to 3.
- Legendary Form Defense - Adds 3 ac to all shifter forms, stacks with Paragon form defense above.
Class Feat Additions
- Added Power Critical, IC, GWF to WM class feat 2da.
- Druids should now properly get EMA as an available epic bonus feat.
New Quasiclass
- The Gnomish Inventor is finally done! Details available in the journal.
BFM/DSM Edits
- Buffet DC is now equal to BFM/DSM levels plus constitution modifier. For non-BFM/DSM, dragon disciple buffet is also changed, to disciple levels plus con mod, but no longer counting legendary levels.
- Firebrand/Ball Lightning now inflicts only a single damage type, and inflicts 2/- per 10 casterlevels in resistance debuffs.
- Hellball now does (casterlevel*3/2)d20 of either fire or electrical. Creatures that heal off of the caster's element will take lowest exotic damage type instead.
- Fireball/Scintillating Sphere now inflict 1% per 6 caster levels damage vulnerability.
Area Edits
- Many bosses have been modified with special behaviors if summons are present when they spawn. Only way to find out is to try and see!
- The illithid mindstill is now taken by the pedestal in Axis Eurundia again, instead of at the entrance to the Overmind.
- Abyssal ant swarms now do half damage to characters with Druid as their control class.
Item Edits
- Added new assisin gloves on the Hand in the Pit of Moliation.
- Added a cure disease rod in the hell store.
Bug and Exploit Fixes
- Fixed a bug with GetRarity function causing errors in electrifying, crafting and item listing.
- Fixed a bug preventing application of deafness to all but silenced players and creatures.
- Fixed a bug causing Time Stop to kill summons, familiars, and companions.
- Fixed a bug causing dragon-cast Time Stop not to get augmented duration.
- Fixed a bug disallowing CEP Weapon Focus feats at first level.
- Crashed and hung servers will now reset automatically after 15 minutes.
- Casting Wall of Stone will now break sanctuary.
- Trapmaker traps are now stack-limited like Delayed Blast Fireball.
- Documentation for heralds will now show properly ingame and on the forums.
- Greater magic fang has now been fixed, and capped at +16 enhance.
- Other bug and exploit fixes.