Post by FunkySwerve on Jul 25, 2005 22:46:37 GMT
This document gives an overview of feat, skill, and equipment changes on Higher Ground. Below this document are changes to base and prestige classes.
Legendary Levels
- Characters continue to grow in power after level 40. See the book in the Item Shop for details. Many abilities below refer to a 'control class'. Generally speaking, that is the class the character takes the most of, and is used for determining what abilities legendary levels give them.
This document contains details of custom changes to feats on Higher Ground.
Blind Fight
- Blind Fight's implementation has changed, but the effects have not. When swinging at enemies, the conceal you see in the combat log will be the adjusted concealment after Blind Fight and other conceal reduction, rather than the base concealment.
Blinding Speed
- Now increases base run rate by 0.5m/s.
Brutal Throw
- Allows you to use your Strength modifier for Dart and Throwing Axe.
Dauntless
- This feat grants +1 to Fortitude and Reflex saves.
- It can only be taken by using !charedit to feat-swap Strong Soul at first level.
Devastating Critical
- Now adds +1 to critical hit multiplier for the weapon chosen instead of the normal effect.
Disarm and Knockdown
- These feats have been reworked to swift actions. When you make an attempt, you must first make a touch attack to hit your target.
- If the touch attack hits, you must make an opposed AB check against the creature's Discipline + 25 (or + 15 if you have the Improved version).
- If you succeed, the target will suffer the effects of the feat.
- Size modifiers are no longer considered for these feats.
- Knockdown has improved duration of 4 rounds.
- The Superior version of these feats allows you to make an attempt twice per round. Superior versions are Weaponmaster class feats only.
- Legendary Disarm adds 2 ab to opposed disarm checks, and increases the effective range of the ability.
- Legendary Knockdown adds 2 ab to opposed knockdown checks, and increases the duration of knockdown to 6 rounds, on the main target only.
- The Paragon version of these feats add 2 more ab to their respective opposed checks, and add a small area of effect, with a -10 to the opposed check for secondary targets in the area.
Extra Spell Known Feats
- Extra Spell Known feats have been added for Bards and Sorcerers.
- No more than one extra spell of each spell level may be learned.
- These feats require 21 levels of Bard or Sorcerer to take.
- These feats may be taken in epic levels, but are only available upon reaching level 41. Speak to the Spell Pedestal in the docks to learn extra spells.
- The appropriate Summon Creature spell will be added when speaking to the Pedestal. You should ensure you do not already know the Summon Creature spell of any Extra Spell Known levels you wish to use before taking legendary levels.
Greater Weapon Focus
- Greater Weapon Focus feats require Weapon Focus in the specified weapon and add +1 to your AB with that weapon.
Improved Stunning Fist
- No longer requires 19 Dex with HG Enhanced or in legendary levels.
Intuitive Attack
- Allows you to use your Wisdom modifier for Club, Dagger, Goad, Heavy Mace, Kama, Katar, Light Mace, Nunchaku, Quarterstaff, Scimitar, Shuriken, Sickle, and Spear. Requires BAB of +3 and at least 13 Wisdom.
Legendary Battle Awareness
- Legendary Battle Awareness requires Alertness and 30 base Spot and Listen, and grants Immunity to Sneak Attacks.
Legendary Battle Hardening
- Legendary Battle Hardened 1-4 require 25 base Constitution and Epic Damage Reduction I, and grant 5% physical damage immunity. They can be taken multiple times.
Legendary Save Feats
- Legendary Fortitude requires the Great Fortitude feat and adds +7 to your Fortitude save.
- Legendary Reflexes requires the Lightning Reflexes feat and adds +7 to your Reflex save.
- Legendary Will requires the Iron Will feat and adds +7 to your Will save.
- Legendary Luck requires the Luck of Heroes feat and adds +3 to your Fortitude, Reflex, and Will saves.
- Legendary Hardened Soul requires the Strong Soul feat and adds +5 to your Fortitude and Will saves.
- Legendary Slippery Soul requires the Slippery Soul feat and adds +5 to your Reflex and Will saves.
- Legendary Valor requires the Dauntless feat and adds +5 to your Fortitude and Reflex saves.
Legendary Skill Affinity
- Legendary Skill Affinity feats allow your character to take skills in legendary levels as if they were class skills. There are ten such feats, for ten different skills. Each has a prerequisite feat, as follows:
- LSA Concentration requires Courteous Magocracy.
- LSA Discipline requires Bullheaded.
- LSA Hide requires Stealthy to be taken at level 1.
- LSA Listen requires Half-Elf race or Blind Fight.
- LSA Move Silently requires Stealthy to be taken at level 1.
- LSA Parry requires Snake Blood.
- LSA Pick Pocket requires Silver Palm.
- LSA Search requires Silver Palm.
- LSA Taunt requires Kender subrace.
- LSA Tumble requires Blooded.
Legendary Skill Focus
- Legendary Skill Focus feats grant +20 supernatural skill bonus to the specified skill (this bonus falls within the +50 cap).
- These feats require 30 ranks in the skill to take.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Legendary Weapon Focus
- Legendary Weapon Focus feats require Epic Weapon Focus in the specified weapon and add +2 to your AB with that weapon. This bonus is increased to +3 if you have the Epic Prowess feat.
Legendary Weapon Specialization
- Legendary Weapon Specialization feats require Epic Weapon Specialization in the specified weapon and add +6 to all damage done with that weapon.
Overwhelming Critical
- Now adds +1 to critical hit threat range for the weapon chosen in addition to the normal effect.
- If you have the Weapon Master Ki Critical feat, the threat range expansion will not work for any weapon.
Paragon Ability Check Feats-These feats add a bonus of 4 to all ability checks related to the specified ability score.
- Paragon Anchoring: Strength
- Paragon Balance: Dexterity
- Paragon Vitality: Constitution
- Paragon Reason: Intelligence
- Paragon Sagacity: Wisdom
- Paragon Splendor: Charisma
Paragon Environment Feats
- Inherent Water Breathing grants water breathing and 20% immunity to cold damage.
- Inherent Levitation grants levitation and 20% immunity to electrical damage.
- Inherent Passwall grants passwall and 20% immunity to acid damage.
- Inherent Fire Walking grants firewalk and 20% immunity to fire damage.
- Environmental Adaptivity 1-3 feats reduce hostile environment penalties by 1 level each, to a minimum of 1. This reduction stacks with the reduction granted by the Molydeus subrace. The feat can be taken up to three times.
Paragon of Polymathy
- The Paragon of Polymathy feat requires level 61 and control class wizard. It 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
- Paragon Fortitude requires the Legendary Fortitude feat and adds +5 to your Fortitude save.
- Paragon Reflexes requires the Legendary Reflexes feat and adds +5 to your Reflex save.
- Paragon Will requires the Legendary Will feat and adds +5 to your Will save.
- Paragon Luck requires the Legendary Luck feat and adds +2 to your Fortitude, Reflex, and Will saves.
- Paragon Hardened Soul requires the Legendary Hardened Soul feat and adds +3 to your Fortitude and Will saves.
- Paragon Slippery Soul requires the Legendary Slippery Soul feat and adds +3 to your Reflex and Will saves.
- Paragon Valor requires the Legendary Valor feat and adds +3 to your Fortitude and Reflex saves.
Paragon Skills Feats
- Paragon Skills 1-3 feats add 30 skill points each to spend on later paragon levels. The points can NOT be spent on the level the feat is taken on. These feats can be taken up to three times.
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 the respective 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
- The Paragon of Stability feat grants the character a second roll to avoid knockdown effects, at a -6 penalty on the checked ability for the second roll.
Paragon Toughness Feats
- Paragon Toughness 1-10 feats add 100 hit points to the character's total. These feats may be taken up to 10 times.
Paragon Weapon Alternate
- Paragon Weapon Alternate feats require Epic Prowess and proficiency in the selected weapon, and allow you to use alternate weapons at a lesser bonus than your primary weapons.
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.
Perfect Health
- Characters with the Perfect Health feat now have some measure of inherent immunity to blight and venom damage.
Power Critical
- Power Critical feats require 6 BAB and Weapon Focus in the specified weapon and add +4 to critical confirmation rolls with that weapon.
Rapier Wit
- Allows you to use your Charisma modifier for Dagger and Rapier.
Slippery Soul
- This feat grants +1 to Reflex and Will saves.
- It can only be taken by using !charedit to feat-swap Strong Soul at first level.
Superior Critical
- Superior Critical feats require 23 base Dexterity and Power Critical in the specified weapon and add +6 (total +10) to critical confirmation rolls with that weapon.
Weapon Finesse
- Creatures can now finesse any light weapon. Additionally, small creatures can finesse small weapons, even though they are not light.
- Large creatures can finesse: battleaxe, bastard sword, club, dwarven waraxe, goad, handaxe, kama, katana, light flail, light hammer, light pick, longsword, mace, morningstar, nunchaku, rapier, sap, scimitar, short sword, warhammer, whip, wind fire wheel and unarmed strike.
- Medium creatures can finesse: assassin dagger, dagger, goad, light hammer, handaxe, kama, katana, katar, kukri, light pick, mace, nunchaku, rapier, sai, sap, short sword, whip, wind fire wheel and unarmed strike.
- Small creatures can finesse: assassin dagger, dagger, goad, light hammer, handaxe, kama, katar, kukri, light pick, mace, nunchaku, sai, sap, short sword, whip, wind fire wheel and unarmed strike.
This document contains details of custom changes to skills on Higher Ground.
Bluff
- Can be used to lower the AB of an enemy, similar to how Taunt lowers AC. Bluff is used via the Taunt skill radial icon.
- The defender must make an opposed Concentration check; if it fails, its AB is lowered by the amount it failed the check by (to a maximum of -6) for 5 rounds.
- The !opt tauntbluff command toggles between Taunt and Bluff. The two cannot stack on the same target. As with Taunt, Bluffing is a free action.
Craft Armor
- Now grants +1 AC per 40 points.
Craft Weapon
- Now grants +1 AB per 40 points when wielding a weapon.
Listen
- Increases your chances of hitting concealed enemies. Up to a skill of 60, the enemy concealment drops to (Concealment ** (1 + (Listen skill / 60))). With a skill above 60, the enemy concealment drops to (Concealment ** (1.5 + (Listen skill / 120))).
- A Listen skill of 60 is equivalent to having the Blind-Fight feat in reducing enemy concealment, and skill and feat do not stack. '**' is the exponentiation operator.
- If the above sounds too complex, remember that effective enemy conceal will be shown in-game.
- Being deafened halves your effective listen skill - after all other calculations
Lore
- Can be used to increase the damage of elemental damage spells. The minimum Lore to receive a bonus is 21, and the bonuses increase through Lore 120, which grants 100% of the possible bonus in the area.
Parry
- Reduces damage taken from critical hits. The total damage taken is reduced by 1% per 2 points of Parry skill above 20, to a maximum of 50% with a skill of 120.
- A skill of 100 or higher grants immunity to Assassin Mortal Strike.
Persuade
- Can be used to lower the SR of an enemy, similar to how Taunt lowers AC.
- The defender must make an opposed Concentration check; if it fails, its SR is lowered by the amount it failed the check by (to a maximum of -6) for 5 rounds.
- The !opt tauntpersuade command toggles between Taunt and Persuade. The two cannot stack on the same target. As with Taunt, Persuading is a free action.
Pick Pocket
- Pick Pocket DC is now increased by the target's Spot skill.
Spot
- Spot skill now increases the DC of pick pocket attempts against you, by 1 point per point of Spot skill.
Taunt
- No longer requires an action to use, but may only be used once per round.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
This document contains details of custom changes to equipment on Higher Ground.
Item Properties
- There are no items with Improved Evasion on Higher Ground.
- There are only two items with immunity to critical hits, though a few others have powers granting temporary immunity.
- All other item properties can be found, though some may be scarcer than others.
- We have added an assortment of new item properties, including things like stacking damage resistance and new damage types. If you choose not to install the optional HG Enhanced hak, you may need to use the !iteminfo command to view item properties, though such items will indicate as much in their descriptions.
- Specific immunity to fear and paralysis on items do have benefits that immunity to mind spells does not cover.
Armor: Invisible Helms
- Helms can be equipped invisibly, allowing characters' heads to be seen, by using the !opt invishelm command.
Armor: Maximum Dexterity Bonus
- The maximum Dexterity bonus granted by armor has been changed. It may not display when examining armor, but the maximum Dexterity bonus is now calculated such that (Base AC + Maximum Dexterity Bonus) is 11 for heavy armor, 14 for medium armor, and 22 for light armor.
- You should see this reflected on your character sheet when equipping armor if your Dexterity is high enough.
- 18 base Dexterity is sufficient to achieve maximum AC with any medium armor. 40 base Dexterity is sufficient to achieve maximum AC with any light armor.
Shield: Maximum Dexterity Bonus
- Large and tower shields now have a maximum Dexterity bonus. This bonus decreases with the base AC of the armor you are wearing.
- Large shields have a maximum Dexterity bonus of (18 - Armor Base AC), meaning light armor suffers a -4 penalty to maximum Dexterity bonus and robes have a maximum Dexterity bonus of 18 when using a large shield.
- Tower shields have a maximum Dexterity bonus of (11 - Armor Base AC), meaning medium armor suffers a -2 penalty to maximum Dexterity bonus and light armor and robes suffer a severe penalty to maximum Dexterity bonus when using a tower shield.
Weapons: Buffs
- The !opt autopartybuff command has been added.--When toggled on, it allows auto-casting of weapon damage buffs partywide. Only weapons or gloves having the damage type of the buff spell will be buffed. --The caster's onhand and offhand weapons will be buffed first, then the rest of the party's on and offhand, then the caster's inventory, then the rest of the party's inventory. --One spellslot should be consumed by each buff. Extended slots will not grant extended duration. There are probably some kinks to work out with domain spells and the like. --The following damage buff spells are effected: Darkfire, Flame Weapon, Deafening Clang, Caustic Weapon, Frost Weapon, Shock Weapon, Bless Weapon, Holy Sword, Magic Weapon.
- The base damage and critical rating on many weapons have been adjusted to make more weapons viable.
Weapons: Tiny
- All tiny weapons now do 1d4 base damage unless otherwise specified.
- Assassin Dagger {P}: 17-20/x1; cannot be taken as a Weapon of Choice
- Katar {P}: 18-20/x2; requires Weapon Proficiency (Exotic or Rogue). As Katar is no longer a simple weapon, it no longer works with the Intuitive Attack feat.
- Kukri {S}: requires WP (Rogue) or WP (Exotic) to use. Its critical rating remains unchanged at 18-20/x2. You can now use the PC Scry to exchange club feats for kukri feats if you are a Rogue.
- Sai {B}: 19-20/x2; 2d4 base damage, no longer have a parry bonus.
- Sap {B}: 18-20/x2; requires Weapon Proficiency (Exotic or Rogue) to use.
- Wind Fire Wheel {S}: 19-20/x2; 2d4 base damage, no longer have a parry bonus.
Weapons: Small
- All small weapons now do 1d6 base damage unless otherwise specified.
- Light Hammer {B}: 20/x4
- Light Mace {B}: 19-20/x3
- Light Pick {P}: 20/x4
- Hand Axe {S}: 20/x4
- Short Sword {P}: 19-20/x3
- Sickle {S}: 19-20/x3
- Whip {S}: 18-20/x2; 2d4 base damage
Weapons: Medium
- All medium weapons now do 1d8 base damage unless otherwise specified.
- Club {B}: 19-20/x2
- Katana {S}: 18-20/x2; 2d8 base damage
- Light Flail {B}: 18-20/x2
- Heavy Mace {B}: 19-20/x3
- Morningstar {P}: 19-20/x3; does only piercing damage
- Long Sword {S}: 19-20/x3
- Bastard Sword {S}: 19-20/x3; 2d8 base damage
- Warhammer {B} and Battle Axe {S}: 20/x4
- Dwarven Waraxe {S}: 20/x4; 2d6 base damage; may add Shield AC
Weapons: Large
- All large weapons now do 1d10 base damage unless otherwise specified.
- Falchion {S}: 18-20/x2
- Greataxe {S}: 20/x4
- Greatsword {S}: 19-20/x3
- Halberd {P}: 19-20/x3; does only piercing damage
- Heavy Flail {B}: 18-20/x2
- Maul {B}: 20/x4
- Scythe {S}: 20/x4; does 2d8 base damage; does only slashing damage
- Spear {P}: 19-20/x2; does 1d8 base damage
- Trident {P}: 20/x4
Weapons: Huge
- All huge weapons now do 1d12 base damage unless otherwise specified.
- Lance {P}: 20/x4
- Mercurial Greatsword {S}: 20/x4
Weapon: Double
- All double weapons now do 2d6 base damage unless otherwise specified.
- Double Axe {S}: 20/x4
- Double Pick {P}: 20/x4; not yet implemented
- Dire Mace {B}: 19-20/x3
- Two-Bladed Sword {S}: 19-20/x3
- Double Scimitar {S}: 18-20/x2
Weapon Modifications - Ranged
- Shuriken: 20/x3
- Throwing Axe: 20/x3
Weapons: Crossbows
- When wielded, crossbows grant two additional attacks beyond the normal number of attacks a character receives.
- The additional attacks will be lost if the character has anything in his offhand, unless he is a Barbarian with Shapestrong Rage.
Weapons: Shield AC
- AC granted by all weapons except kamas, goads, and nunchaku is now Shield AC.
- This may display as Deflection AC when examining the weapon.
Two Handed Weapons
- Weapons wielded two-handed will do 20% extra to all their damage types. This will stack with weapon buffs, but wont work with double weapons like the two-bladed sword, or the quarterstaff. It WILL work for shapestrong barbarians, but they get only a 10% bonus.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Class Secrets
- There are secret items available for various classes, and more are being added.
- These items exist for the following classes:
- Bard/Sorcerer/Wizard (require 25 class levels and 35 total levels to find, and 35 class levels and 40 total levels to use)
- Fighter (requires Fighter 25 to use, but immortality to find)
- Paladin/Champion of Torm (requires Paladin 25, CoT 25, or Paladin + CoT 35 to find and use)
- Ranger (requires Ranger 25 to find and use, 35 total levels to find, 40 total levels to use)
- Harper Scout (requires Harper Scout 5 to find and use, 35 total levels to find, 40 total levels to use)
Epic Spells
- Bards, Clerics, Druids, Pale Masters, Sorcerers, and Wizards can each find a series of eight class-specific epic spells in game, one for each school.
- These require 25 class levels, 40 total levels, and Epic Spell Focus in the appropriate school to learn and use.
- Sorcerers, Wizards, and Pale Masters draw epic spells from the same pool.
- The location of the spells is secret, and you must find someone or something to teach you each spell.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
Level/Ability Drain Immunity
- Level/ability drain immunity on items now grants immunity only to level drain. Immunity to ability drain must be acquired separately.
Sneak Attack Immunity
- Immunity to critical hits no longer grants immunity to sneak attacks. Immunity to sneak attacks must be acquired separately.
Sequencers
- Sequencer items are restricted to use by Bards, Clerics, Druids, Sorcerers, and Wizards.
Legendary Levels
- Characters continue to grow in power after level 40. See the book in the Item Shop for details. Many abilities below refer to a 'control class'. Generally speaking, that is the class the character takes the most of, and is used for determining what abilities legendary levels give them.
This document contains details of custom changes to feats on Higher Ground.
Blind Fight
- Blind Fight's implementation has changed, but the effects have not. When swinging at enemies, the conceal you see in the combat log will be the adjusted concealment after Blind Fight and other conceal reduction, rather than the base concealment.
Blinding Speed
- Now increases base run rate by 0.5m/s.
Brutal Throw
- Allows you to use your Strength modifier for Dart and Throwing Axe.
Dauntless
- This feat grants +1 to Fortitude and Reflex saves.
- It can only be taken by using !charedit to feat-swap Strong Soul at first level.
Devastating Critical
- Now adds +1 to critical hit multiplier for the weapon chosen instead of the normal effect.
Disarm and Knockdown
- These feats have been reworked to swift actions. When you make an attempt, you must first make a touch attack to hit your target.
- If the touch attack hits, you must make an opposed AB check against the creature's Discipline + 25 (or + 15 if you have the Improved version).
- If you succeed, the target will suffer the effects of the feat.
- Size modifiers are no longer considered for these feats.
- Knockdown has improved duration of 4 rounds.
- The Superior version of these feats allows you to make an attempt twice per round. Superior versions are Weaponmaster class feats only.
- Legendary Disarm adds 2 ab to opposed disarm checks, and increases the effective range of the ability.
- Legendary Knockdown adds 2 ab to opposed knockdown checks, and increases the duration of knockdown to 6 rounds, on the main target only.
- The Paragon version of these feats add 2 more ab to their respective opposed checks, and add a small area of effect, with a -10 to the opposed check for secondary targets in the area.
Extra Spell Known Feats
- Extra Spell Known feats have been added for Bards and Sorcerers.
- No more than one extra spell of each spell level may be learned.
- These feats require 21 levels of Bard or Sorcerer to take.
- These feats may be taken in epic levels, but are only available upon reaching level 41. Speak to the Spell Pedestal in the docks to learn extra spells.
- The appropriate Summon Creature spell will be added when speaking to the Pedestal. You should ensure you do not already know the Summon Creature spell of any Extra Spell Known levels you wish to use before taking legendary levels.
Greater Weapon Focus
- Greater Weapon Focus feats require Weapon Focus in the specified weapon and add +1 to your AB with that weapon.
Improved Stunning Fist
- No longer requires 19 Dex with HG Enhanced or in legendary levels.
Intuitive Attack
- Allows you to use your Wisdom modifier for Club, Dagger, Goad, Heavy Mace, Kama, Katar, Light Mace, Nunchaku, Quarterstaff, Scimitar, Shuriken, Sickle, and Spear. Requires BAB of +3 and at least 13 Wisdom.
Legendary Battle Awareness
- Legendary Battle Awareness requires Alertness and 30 base Spot and Listen, and grants Immunity to Sneak Attacks.
Legendary Battle Hardening
- Legendary Battle Hardened 1-4 require 25 base Constitution and Epic Damage Reduction I, and grant 5% physical damage immunity. They can be taken multiple times.
Legendary Save Feats
- Legendary Fortitude requires the Great Fortitude feat and adds +7 to your Fortitude save.
- Legendary Reflexes requires the Lightning Reflexes feat and adds +7 to your Reflex save.
- Legendary Will requires the Iron Will feat and adds +7 to your Will save.
- Legendary Luck requires the Luck of Heroes feat and adds +3 to your Fortitude, Reflex, and Will saves.
- Legendary Hardened Soul requires the Strong Soul feat and adds +5 to your Fortitude and Will saves.
- Legendary Slippery Soul requires the Slippery Soul feat and adds +5 to your Reflex and Will saves.
- Legendary Valor requires the Dauntless feat and adds +5 to your Fortitude and Reflex saves.
Legendary Skill Affinity
- Legendary Skill Affinity feats allow your character to take skills in legendary levels as if they were class skills. There are ten such feats, for ten different skills. Each has a prerequisite feat, as follows:
- LSA Concentration requires Courteous Magocracy.
- LSA Discipline requires Bullheaded.
- LSA Hide requires Stealthy to be taken at level 1.
- LSA Listen requires Half-Elf race or Blind Fight.
- LSA Move Silently requires Stealthy to be taken at level 1.
- LSA Parry requires Snake Blood.
- LSA Pick Pocket requires Silver Palm.
- LSA Search requires Silver Palm.
- LSA Taunt requires Kender subrace.
- LSA Tumble requires Blooded.
Legendary Skill Focus
- Legendary Skill Focus feats grant +20 supernatural skill bonus to the specified skill (this bonus falls within the +50 cap).
- These feats require 30 ranks in the skill to take.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Legendary Weapon Focus
- Legendary Weapon Focus feats require Epic Weapon Focus in the specified weapon and add +2 to your AB with that weapon. This bonus is increased to +3 if you have the Epic Prowess feat.
Legendary Weapon Specialization
- Legendary Weapon Specialization feats require Epic Weapon Specialization in the specified weapon and add +6 to all damage done with that weapon.
Overwhelming Critical
- Now adds +1 to critical hit threat range for the weapon chosen in addition to the normal effect.
- If you have the Weapon Master Ki Critical feat, the threat range expansion will not work for any weapon.
Paragon Ability Check Feats-These feats add a bonus of 4 to all ability checks related to the specified ability score.
- Paragon Anchoring: Strength
- Paragon Balance: Dexterity
- Paragon Vitality: Constitution
- Paragon Reason: Intelligence
- Paragon Sagacity: Wisdom
- Paragon Splendor: Charisma
Paragon Environment Feats
- Inherent Water Breathing grants water breathing and 20% immunity to cold damage.
- Inherent Levitation grants levitation and 20% immunity to electrical damage.
- Inherent Passwall grants passwall and 20% immunity to acid damage.
- Inherent Fire Walking grants firewalk and 20% immunity to fire damage.
- Environmental Adaptivity 1-3 feats reduce hostile environment penalties by 1 level each, to a minimum of 1. This reduction stacks with the reduction granted by the Molydeus subrace. The feat can be taken up to three times.
Paragon of Polymathy
- The Paragon of Polymathy feat requires level 61 and control class wizard. It 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
- Paragon Fortitude requires the Legendary Fortitude feat and adds +5 to your Fortitude save.
- Paragon Reflexes requires the Legendary Reflexes feat and adds +5 to your Reflex save.
- Paragon Will requires the Legendary Will feat and adds +5 to your Will save.
- Paragon Luck requires the Legendary Luck feat and adds +2 to your Fortitude, Reflex, and Will saves.
- Paragon Hardened Soul requires the Legendary Hardened Soul feat and adds +3 to your Fortitude and Will saves.
- Paragon Slippery Soul requires the Legendary Slippery Soul feat and adds +3 to your Reflex and Will saves.
- Paragon Valor requires the Legendary Valor feat and adds +3 to your Fortitude and Reflex saves.
Paragon Skills Feats
- Paragon Skills 1-3 feats add 30 skill points each to spend on later paragon levels. The points can NOT be spent on the level the feat is taken on. These feats can be taken up to three times.
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 the respective 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
- The Paragon of Stability feat grants the character a second roll to avoid knockdown effects, at a -6 penalty on the checked ability for the second roll.
Paragon Toughness Feats
- Paragon Toughness 1-10 feats add 100 hit points to the character's total. These feats may be taken up to 10 times.
Paragon Weapon Alternate
- Paragon Weapon Alternate feats require Epic Prowess and proficiency in the selected weapon, and allow you to use alternate weapons at a lesser bonus than your primary weapons.
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.
Perfect Health
- Characters with the Perfect Health feat now have some measure of inherent immunity to blight and venom damage.
Power Critical
- Power Critical feats require 6 BAB and Weapon Focus in the specified weapon and add +4 to critical confirmation rolls with that weapon.
Rapier Wit
- Allows you to use your Charisma modifier for Dagger and Rapier.
Slippery Soul
- This feat grants +1 to Reflex and Will saves.
- It can only be taken by using !charedit to feat-swap Strong Soul at first level.
Superior Critical
- Superior Critical feats require 23 base Dexterity and Power Critical in the specified weapon and add +6 (total +10) to critical confirmation rolls with that weapon.
Weapon Finesse
- Creatures can now finesse any light weapon. Additionally, small creatures can finesse small weapons, even though they are not light.
- Large creatures can finesse: battleaxe, bastard sword, club, dwarven waraxe, goad, handaxe, kama, katana, light flail, light hammer, light pick, longsword, mace, morningstar, nunchaku, rapier, sap, scimitar, short sword, warhammer, whip, wind fire wheel and unarmed strike.
- Medium creatures can finesse: assassin dagger, dagger, goad, light hammer, handaxe, kama, katana, katar, kukri, light pick, mace, nunchaku, rapier, sai, sap, short sword, whip, wind fire wheel and unarmed strike.
- Small creatures can finesse: assassin dagger, dagger, goad, light hammer, handaxe, kama, katar, kukri, light pick, mace, nunchaku, sai, sap, short sword, whip, wind fire wheel and unarmed strike.
This document contains details of custom changes to skills on Higher Ground.
Bluff
- Can be used to lower the AB of an enemy, similar to how Taunt lowers AC. Bluff is used via the Taunt skill radial icon.
- The defender must make an opposed Concentration check; if it fails, its AB is lowered by the amount it failed the check by (to a maximum of -6) for 5 rounds.
- The !opt tauntbluff command toggles between Taunt and Bluff. The two cannot stack on the same target. As with Taunt, Bluffing is a free action.
Craft Armor
- Now grants +1 AC per 40 points.
Craft Weapon
- Now grants +1 AB per 40 points when wielding a weapon.
Listen
- Increases your chances of hitting concealed enemies. Up to a skill of 60, the enemy concealment drops to (Concealment ** (1 + (Listen skill / 60))). With a skill above 60, the enemy concealment drops to (Concealment ** (1.5 + (Listen skill / 120))).
- A Listen skill of 60 is equivalent to having the Blind-Fight feat in reducing enemy concealment, and skill and feat do not stack. '**' is the exponentiation operator.
- If the above sounds too complex, remember that effective enemy conceal will be shown in-game.
- Being deafened halves your effective listen skill - after all other calculations
Lore
- Can be used to increase the damage of elemental damage spells. The minimum Lore to receive a bonus is 21, and the bonuses increase through Lore 120, which grants 100% of the possible bonus in the area.
Parry
- Reduces damage taken from critical hits. The total damage taken is reduced by 1% per 2 points of Parry skill above 20, to a maximum of 50% with a skill of 120.
- A skill of 100 or higher grants immunity to Assassin Mortal Strike.
Persuade
- Can be used to lower the SR of an enemy, similar to how Taunt lowers AC.
- The defender must make an opposed Concentration check; if it fails, its SR is lowered by the amount it failed the check by (to a maximum of -6) for 5 rounds.
- The !opt tauntpersuade command toggles between Taunt and Persuade. The two cannot stack on the same target. As with Taunt, Persuading is a free action.
Pick Pocket
- Pick Pocket DC is now increased by the target's Spot skill.
Spot
- Spot skill now increases the DC of pick pocket attempts against you, by 1 point per point of Spot skill.
Taunt
- No longer requires an action to use, but may only be used once per round.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
This document contains details of custom changes to equipment on Higher Ground.
Item Properties
- There are no items with Improved Evasion on Higher Ground.
- There are only two items with immunity to critical hits, though a few others have powers granting temporary immunity.
- All other item properties can be found, though some may be scarcer than others.
- We have added an assortment of new item properties, including things like stacking damage resistance and new damage types. If you choose not to install the optional HG Enhanced hak, you may need to use the !iteminfo command to view item properties, though such items will indicate as much in their descriptions.
- Specific immunity to fear and paralysis on items do have benefits that immunity to mind spells does not cover.
Armor: Invisible Helms
- Helms can be equipped invisibly, allowing characters' heads to be seen, by using the !opt invishelm command.
Armor: Maximum Dexterity Bonus
- The maximum Dexterity bonus granted by armor has been changed. It may not display when examining armor, but the maximum Dexterity bonus is now calculated such that (Base AC + Maximum Dexterity Bonus) is 11 for heavy armor, 14 for medium armor, and 22 for light armor.
- You should see this reflected on your character sheet when equipping armor if your Dexterity is high enough.
- 18 base Dexterity is sufficient to achieve maximum AC with any medium armor. 40 base Dexterity is sufficient to achieve maximum AC with any light armor.
Shield: Maximum Dexterity Bonus
- Large and tower shields now have a maximum Dexterity bonus. This bonus decreases with the base AC of the armor you are wearing.
- Large shields have a maximum Dexterity bonus of (18 - Armor Base AC), meaning light armor suffers a -4 penalty to maximum Dexterity bonus and robes have a maximum Dexterity bonus of 18 when using a large shield.
- Tower shields have a maximum Dexterity bonus of (11 - Armor Base AC), meaning medium armor suffers a -2 penalty to maximum Dexterity bonus and light armor and robes suffer a severe penalty to maximum Dexterity bonus when using a tower shield.
Weapons: Buffs
- The !opt autopartybuff command has been added.--When toggled on, it allows auto-casting of weapon damage buffs partywide. Only weapons or gloves having the damage type of the buff spell will be buffed. --The caster's onhand and offhand weapons will be buffed first, then the rest of the party's on and offhand, then the caster's inventory, then the rest of the party's inventory. --One spellslot should be consumed by each buff. Extended slots will not grant extended duration. There are probably some kinks to work out with domain spells and the like. --The following damage buff spells are effected: Darkfire, Flame Weapon, Deafening Clang, Caustic Weapon, Frost Weapon, Shock Weapon, Bless Weapon, Holy Sword, Magic Weapon.
- The base damage and critical rating on many weapons have been adjusted to make more weapons viable.
Weapons: Tiny
- All tiny weapons now do 1d4 base damage unless otherwise specified.
- Assassin Dagger {P}: 17-20/x1; cannot be taken as a Weapon of Choice
- Katar {P}: 18-20/x2; requires Weapon Proficiency (Exotic or Rogue). As Katar is no longer a simple weapon, it no longer works with the Intuitive Attack feat.
- Kukri {S}: requires WP (Rogue) or WP (Exotic) to use. Its critical rating remains unchanged at 18-20/x2. You can now use the PC Scry to exchange club feats for kukri feats if you are a Rogue.
- Sai {B}: 19-20/x2; 2d4 base damage, no longer have a parry bonus.
- Sap {B}: 18-20/x2; requires Weapon Proficiency (Exotic or Rogue) to use.
- Wind Fire Wheel {S}: 19-20/x2; 2d4 base damage, no longer have a parry bonus.
Weapons: Small
- All small weapons now do 1d6 base damage unless otherwise specified.
- Light Hammer {B}: 20/x4
- Light Mace {B}: 19-20/x3
- Light Pick {P}: 20/x4
- Hand Axe {S}: 20/x4
- Short Sword {P}: 19-20/x3
- Sickle {S}: 19-20/x3
- Whip {S}: 18-20/x2; 2d4 base damage
Weapons: Medium
- All medium weapons now do 1d8 base damage unless otherwise specified.
- Club {B}: 19-20/x2
- Katana {S}: 18-20/x2; 2d8 base damage
- Light Flail {B}: 18-20/x2
- Heavy Mace {B}: 19-20/x3
- Morningstar {P}: 19-20/x3; does only piercing damage
- Long Sword {S}: 19-20/x3
- Bastard Sword {S}: 19-20/x3; 2d8 base damage
- Warhammer {B} and Battle Axe {S}: 20/x4
- Dwarven Waraxe {S}: 20/x4; 2d6 base damage; may add Shield AC
Weapons: Large
- All large weapons now do 1d10 base damage unless otherwise specified.
- Falchion {S}: 18-20/x2
- Greataxe {S}: 20/x4
- Greatsword {S}: 19-20/x3
- Halberd {P}: 19-20/x3; does only piercing damage
- Heavy Flail {B}: 18-20/x2
- Maul {B}: 20/x4
- Scythe {S}: 20/x4; does 2d8 base damage; does only slashing damage
- Spear {P}: 19-20/x2; does 1d8 base damage
- Trident {P}: 20/x4
Weapons: Huge
- All huge weapons now do 1d12 base damage unless otherwise specified.
- Lance {P}: 20/x4
- Mercurial Greatsword {S}: 20/x4
Weapon: Double
- All double weapons now do 2d6 base damage unless otherwise specified.
- Double Axe {S}: 20/x4
- Double Pick {P}: 20/x4; not yet implemented
- Dire Mace {B}: 19-20/x3
- Two-Bladed Sword {S}: 19-20/x3
- Double Scimitar {S}: 18-20/x2
Weapon Modifications - Ranged
- Shuriken: 20/x3
- Throwing Axe: 20/x3
Weapons: Crossbows
- When wielded, crossbows grant two additional attacks beyond the normal number of attacks a character receives.
- The additional attacks will be lost if the character has anything in his offhand, unless he is a Barbarian with Shapestrong Rage.
Weapons: Shield AC
- AC granted by all weapons except kamas, goads, and nunchaku is now Shield AC.
- This may display as Deflection AC when examining the weapon.
Two Handed Weapons
- Weapons wielded two-handed will do 20% extra to all their damage types. This will stack with weapon buffs, but wont work with double weapons like the two-bladed sword, or the quarterstaff. It WILL work for shapestrong barbarians, but they get only a 10% bonus.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Class Secrets
- There are secret items available for various classes, and more are being added.
- These items exist for the following classes:
- Bard/Sorcerer/Wizard (require 25 class levels and 35 total levels to find, and 35 class levels and 40 total levels to use)
- Fighter (requires Fighter 25 to use, but immortality to find)
- Paladin/Champion of Torm (requires Paladin 25, CoT 25, or Paladin + CoT 35 to find and use)
- Ranger (requires Ranger 25 to find and use, 35 total levels to find, 40 total levels to use)
- Harper Scout (requires Harper Scout 5 to find and use, 35 total levels to find, 40 total levels to use)
Epic Spells
- Bards, Clerics, Druids, Pale Masters, Sorcerers, and Wizards can each find a series of eight class-specific epic spells in game, one for each school.
- These require 25 class levels, 40 total levels, and Epic Spell Focus in the appropriate school to learn and use.
- Sorcerers, Wizards, and Pale Masters draw epic spells from the same pool.
- The location of the spells is secret, and you must find someone or something to teach you each spell.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
Level/Ability Drain Immunity
- Level/ability drain immunity on items now grants immunity only to level drain. Immunity to ability drain must be acquired separately.
Sneak Attack Immunity
- Immunity to critical hits no longer grants immunity to sneak attacks. Immunity to sneak attacks must be acquired separately.
Sequencers
- Sequencer items are restricted to use by Bards, Clerics, Druids, Sorcerers, and Wizards.