Release Notes: Update 7: Half-Bloods
Welcome to the Release Notes for Dungeons & Dragons Online! These release notes were posted Wednesday, October 20th 2010.
News & Notes
Of Special Note:
New Playable Races
Introducing the half-orc and half-elf, DDO's newest playable races! These races will be free for VIPs and available in the DDO Store for everyone else!
Half-Orcs
Half-orcs like to hit things with sticks until they break... the things, not the sticks… but they aren’t picky. Half-orc males will be the tallest playable character in game, and have a bonus modifier to Strength because they are big and strong. They will also have a penalty to Charisma and Intelligence because they are big dumb ugly brutish beast-like men... and so are the women.
Half-Elves
Half-elves are a cross between humans and elves and have access to both race's enhancements and racial-specific equipment. Their natural charm grants them the Social Graces feat, allowing bluff, intimidate or diplomacy to be used on separate cool down timers from the base class feats; an advantage in managing the battle and assisting their party. They may also dabble with an additional class ability using the Dilettante feat, making them even more diverse and self sufficient.
New Quests
Deception in Stormreach - Level 12
Follow a mystery as straight as a snake's tail when Droaam, the kingdom of monsters, sends a sexy, snaky ambassador to Stormreach. This new monster is a beauty, but could she really be a beast? The Coin Lords call upon you to find out what the kingdom of monsters want, what the entrancing, enticing, petrifying Medusa is up to, and just what that army of monsters is hanging around Stormreach for! Adventure comes with hissing hair and a stony stare and wealth and power for those who dare discover her secrets! Investigate the intentions of the monster nation of Droaam in this FREE adventure pack.
- Explore a Minotaur Fortress.
- Support a diplomatic mission – politics can be most deadly.
- Uncover the snaky ambassador’s hidden agenda.
- Come face-to-face with the deadly medusa boss Hesstess.
Lordsmarch Plaza and Lordsmarch Palace
- Explore a new public area, Lordsmarch Plaza, containing Update 7 questgivers and new collectors. Enter Lordsmarch Palace, meet the Coin Lords and encounter the newly arrived ambassador from Droaam. You can reach Lordsmarch Plaza via the Marketplace – the entrance is between the entrance to the Twelve and the bank.
New Raid & Updated Adventure Pack!
The Devil Assault adventure pack has been updated and enhanced! Enjoy more challenge, more content, and of course... more devils! Available in the DDO Store, and free for VIPs!
New Raid: The Chronoscope
During the Devil invasion on the market place, performing artist Natt Gann was critically injured in the market square and then suddenly vanished. Now his father and sister are asking players help to find out what happened. His sister has found help from two researchers with a similar interest – to go back in time to when the devils invaded Stormreach. Level 6 raid, also available in Epic mode for level 20 characters!
Quest Improvements: Devil Assault
- Now available in Epic mode!
- The different difficulty settings will have vastly different treasure tables.
- Devil Assault now has a chance of dropping special treasure in the final chest.
- Various gameplay and balance improvements have been made.
DDO Store Item Changes
- Guild renown elixir, XP boost potion, loot boost gem, and hireling timers now pause while in public areas.
- Some guild renown elixirs have had their power increased!
New Live Event!
Are you ready for some scary fun? Mabar, the Plane of Endless Night, draws closer to the world of Eberron, and there are some spooky side effects as a result! To commemorate the planar shift, we’re hosting the upcoming Mabar Festival of Endless Night! A special live preview will be available on all servers Wednesday, October 20th from 5:00 PM to 12:00 AM Eastern (-4 GMT). To learn about how it works, click here for our festival guide!
DirectX 11 Support
DDO now supports DX11! DX11 brings us a new shadow system called ambient occlusion, and water displacement when walking through water. What does this mean for you? Cooler and more authentic shadow and water effects!
UI Improvements
Auction House Updates
- Text search has been added to the Auction House. HURRAH!!!
- Sorting now works for the entire result set, not just the current page.
- Tomes now have their own main category in the Auction House.
Inventory Updates
- An alternate way of viewing inventory was added that lists items by category, and provides various sorting options and a search feature.
- You can now perform /showhelmet on/off using the Inventory screen by clicking on your helmet in the ‘doll’.
- Players can now mark items to sell, and then by hitting the new "Add Junk" button on vendors, sell all items marked to sell.
- Inventory UI now defaults to opening with detail panel off.
Death Changes
- There is no longer an OK button on the Death UI that releases your spirit. Instead, the Release button now replaces the Recall button on the quest objective window when you die or become incapacitated in a dungeon. The UI also features an explanation of what release means in each case of incapacitation or death (based on the area it happened in).
- The graphic overlay effect for death has been adjusted.
General Changes
- The overall UI has new color scheme and face lift to improve readability and aesthetics.
- The banking UI has had improvements to the opening/closing mechanism.
- The icon for the Monk trainer in Korthos now displays at the proper image resolution on each screen resolution.
- The character stats sheet now contains a meter representing your progress to the next character level.
- On the Quest: Select Difficulty panel, free players will now see the checkmark for 'Hard' when it is selected.
- The Adventure Compendium should no longer be blank after logging in.
- The 'Epic' option will no longer show as available in the quest panel when the quest is actively open on another difficulty.
- Grazing hits from monsters will now appear in the combat log.
- The Character Generation Ability screen will now update HP, SP, and Ki to reflect your ability choices.
- In Character Generation, Drow are now recommended for many 28 point characters.
- The store on Korthos should no longer popup whenever anyone else on Korthos opens it up via the Old Sully's Grog NPC.
- The Create Party panel will keep updating the default level ranges each time you open the UI if your level has changed, until you modify the level ranges manually.
- Tavern regeneration icons will now appear correctly for players when they first enter an airship.
- Locked shortcut bars will now stay locked on login, and will no longer be draggable.
- Undocked hireling control bars will now stay where you put them across play sessions for a character.
- Pop up alerts should no longer block mouse clicks.
Combat
- Glancing Blows no longer scale with Base Attack Bonus, and start at a base of 20% weapon damage.
- Enhancements and feats that modify the Glancing Blow damage multiplier now function.
- The Two Handed Fighting chain has been modified to add 10% to glancing blow weapon damage per tier, and the chance to produce special weapon effects has been increased to 3% per tier. They no longer grant to-hit bonuses for Glancing Blows.
- The Barbarian capstone, "Might", now correctly grants +10% glancing blow weapon damage and 5% chance to produce special weapon effects in addition to its +2 Strength bonus. (A half-orc or warforged barbarian with all three THF feats, Great Weapon Aptitude, and Might will have deal 60% weapon damage with their glancing blows, with a 20% chance to produce special weapon effects).
- The Frenzied Berserker and Great Weapon Aptitude enhancements now give full information on their effects on two handed combat.
Guild Updates
Guild Renown
- Killing quest, raid, and mini bosses now generates Guild Renown.
- A bug that resulted in too much renown decay at level 26 has been fixed.
- There is now a medium guild size bonus!
- Players can see how much renown their characters have contributed to a guild by mousing over the Guild XP status bar. Note that this will only show renown earned since Update 7.
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The Guild Size used in determining the small guild bonus and guild renown decay has been modified. This is called the Modified Guild Size and it will be displayed in the Guild UI. Get your calculators out.
- Modified Guild Size = Total Accounts - Inactive Accounts (>30 days) + Recent Departures (<14 days)
- Some percentage of guild renown earned by a player will be removed from the guild if that player is expelled or quits and elects to remove the renown. The player will not bring this renown to any other guild they join.
Guild Airships
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The minimum guild levels for the following gold seal amenities have been reduced:
- Silver Flame Priest: 15
- House Deneith Defender: 16
- House Jorasco Healer: 17
- Training Dummy: 18
- Orien Mailbox: 19
- Scholar of the Twelve: 19
- All current airship color change items have had their guild level requirement dropped from 25 to 20.
- After reports of people destroying their Training Dummies, the dummies have been anchored to reality and are now immune to implosion or being erased from existence.
- Exiting from the interior of a medium airship as a guest will not send you to your guild's airship instead.
- Guild Airship prices are now displayed in Platinum.
- Rumor has it there is a new Airship vendor in the Harbor.
- Airship rings now glow properly under DX10.
- Random airship amenities no longer occasionally apply lasting heroism buffs.
Traps
- The trap-making station in the harbor has been spruced up a bit to make it easier to find.
- Spell Traps in dungeons now correctly scale their caster levels and save DCs. Player placed Spell Traps now use the character's intelligence bonus to determine Save DCs, with a +4 bonus to the DC if you have Mechanic II, and a +2 bonus to the DC if you only have Mechanic I.
- Fire, Grease, and stinking cloud traps no longer work underwater.
- Certain trap boxes that were not giving parts will now do so.
- When player created traps deal damage and/or kill monsters the player will receive combat feedback in their chat log.
Hirelings
Hireling Caster AI Improvements
- Cleric and Favored Soul hirelings will now automatically remove status effects such as curses, diseases and poisons from their masters if they are a high enough level to do so.
- If a monster is immune to certain damage types, hirelings will not cast a spell that generates that damage type.
General Changes
- Hireling contract timers will now pause when in a public area.
- Your own hirelings will no longer show "Hireling of..." under their name, and instead will just show "Hireling". Other players hirelings will still show "Hireling of...".
- Left mouse clicks will now work after going through a portal in Mouse Look mode with Hirelings active.
- Hirelings will now turn towards their targets when they should.
- A bug has been fixed so Hirelings should no longer cause lag for players in certain circumstances.
- Hirelings will no longer break the LFM party tooltip that lists each player in the group.
- Hirelings will no longer get stuck/confused when attempting to use a rest or rez shrine.
- In-game hireling vendors will now sell contracts for all 20 favored soul and all 20 bard hirelings.
- Hirelings set to defensive mode will continuously use ranged attacks (including spells) when in defensive mode when explicitliy told to attack a target. Previously, the hireling would perform one attack and then lose interest.
- Undocked hireling bars will now preserve their location and orientation across sessions. The first, docked, bar will still need to be moved most of the time, but the rest should show up where you left them.
Shopping
In-game Vendors
- The new "Add Junk" button on all vendors will automatically sell all items previously marked as "sell" in your inventory.
- The vendor store screen has new button icons.
Crafting
Items
- Eldritch, Tempest, and Sovereign Runes are now named.
- Ioun Stones are now visible.
- Titan's Grip no longer has a hidden attack speed debuff, and the description now (correctly) always says that it grants a +6 Psionic bonus to strength. (It's always given a +6 bonus to strength, but at times didn't say that).
- Green Steel Items - Players will receive a warning dialog that the item will be bound when first equipping.
- “Currently Equipped" will now display as the title of the tooltip for any equipped item.
- Augments can now be cleansed from red dragonscale armors, robes, and docents.
- The two force based alchemical rituals will now function on randomly generated handwraps.
- The Epic Staff of Arcane Power has been set back to Exclusive as intended, and no longer destroys itself if augment crystals are removed from it in an Epic Altar.
- It is now possible for certain eStore items to drop from random treasure, including XP potions, guild XP potions, loot bonus potions, and even hearts of wood.
- Thrown weapons no longer interfere with regular ranged weapon ammunition.
- Players will now be able to tell ahead of time if a bound item will bind to account or character.
- The Archmage set from the Tower of Despair has been updated: "This item is one of two pieces of the Archmage set. When both items are equipped, spells gain a +5% chance to critical hit. All spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. If you also have the Archmage 5 Enhancement, these items will grant a chance to increase your Arcane caster level by 2 for a short duration every time you cast a spell."
- The Shintao Monk set from the Tower of Despair has been updated: “"This item is one of two pieces of the Shintao Monk set. When both items are equipped you will gain a +2 exceptional bonus to hit and damage. If you have the Shintao Monk 3 Enhancement, your unarmed attacks bypass Good and Evil damage reduction."
- Items that grant additional weapon effects (such as Destruction, Flaming Burst, or the Ravager set bonus) now correctly stack with one another.
- Items that increase caster level will no longer lower spell DCs when combined with Heighten if the caster level has increased above 20.
Crafting
- A new recipe has been added to the Dragontouched Sovereign Altar to shatter a undesired Sovereign Rune into ... something else. Any Sovereign Rune can be placed in the Altar with one Draconic Rune to activate this recipe. The Sovereign Rune will be destroyed, and Runes of some sort will be returned, but the recipe is unpredictable.
Monsters
- Living Spells can no longer be seen through walls in certain situations.
- Monsters with Epic Wards should no longer appear on non-Epic difficulty settings.
- Armor Class values were adjusted down for a number of older monsters whose values were outside of the current standard range. This includes certain vampire bosses, the troll boss of the Tharashk Arena quest, various armored skeletons, various scorpions, and several more.
- Monsters now do Line of Sight checks on hirelings instead of just automatically knowing they are there.
- Monsters can no longer hit you so hard that you are slammed through terrain and end up teleporting back to the harbor, unfortunately.
- Minotaur Knock down is now affected by dungeon scaling. Its max duration now has also been reduced from 8 seconds to 6 seconds.
- A problem was fixed for gnoll casters that was causing them to fail to do anything on certain spell cast animations. This fix will result in gnoll casters firing off a few more spells on average than they did before.
- Certain lions got an art overhaul.
- Scorpions will no longer do their burrow behavior back to back providing they can attack their target. Scorpions should be less spastic when burrowing in general.
- Dead monsters should no longer interfere with the pathing of the living (monsters).
- Blinded monsters that have been turned to stone have been reminded that the laws of physics should prevent them from moving. Some monsters and effects may still be stubborn. Please bug report any instances of a monster moving around when stone/paralyzed/dancing and then made blind, including: what monster it was, which quest it was in, and your location.
Reincarnations
- True Reincarnated characters should no longer lose store purchased character bank slots.
- Wizards who flag for reincarnation and need to level will now be able to level.
- You can no longer choose a path during lesser or greater reincarnation if you have previously gone through true reincarnation.
- You will no longer be able to setup your spells while on board a Reincarnation ship. Instead, you must visit a tavern after you get into port.
Alignment
- Characters who change alignment after flagging for reincarnation will now be able to choose classes based on the new alignment.
- Multiclass characters should now see the correct alignment tomes in the DDO Store.
- Alignment tomes are no longer available to be used on a Reincarnation ship.
Favor
- Attaining the Coin Lords 400 Favor mark now grants a new reward feat: "Coin Lord Finishing School Training: Grants a +2 bonus to your Diplomacy and Intimidate skills."
Quest & Adventure Area Changes
General Quest Changes
- Characters will no longer lose buffs when logging directly into an active dungeon.
- Some lights in the game that weren't affecting monster detection vs stealth have now been fixed.
- Negative levels are now removed on rest.
- Summoned monsters will now display their names in Party colors.
- Objects that can be destroyed in some quests, like wagons, will no longer flash red when they are in places where they can not be damaged.
- Players no longer need to wait on a lagged party member to experience raid boss special attacks.
- Certain high hit point portals, such as the ones in the first stage of the Shroud raid, have been changed so they take damage from negative energy instead of being immune.
Korthos Island
Gunner Bauerson now refers to the 'ancient Giantish device' as the 'ancient device'.
Misery’s Peak
- Removed a line in the ice.
- Fixed a floating lever.
Stop Hazadill's Shipment
- Corrected some DM voice narration.
Vale of Twilight
- Gustavine (and the quest journal) now give better directions as to how to reach the Vale of Twilight.
Coalescence Chamber
- The quest panel will behave properly.
Let Sleeping Dust Lie
- Players will be less likely to trigger Red Dungeon Alert.
Running with the Devils
- Corrected pathing on some groups of devils so that they will now properly be able to find players.
Devils of Shavarath
Tower of Despair
- Poor Harry will no longer speak with players until set free.
- Suulomades has been shamed into bringing his treasure into hard and elite modes of Tower of Despair. Horoth had to really yank the chain of command. There was much whimpering.
Hall of the Third Legion
- When a player dies in the ritual chamber of the Hall of the Third Legion, their soulstone is now teleported upstairs, right next to the shrines... all according to the plan of the cunning pit fiend. He's cocky enough to let you try again, and his ritual needs more sacrifices anyway.
Wrath of Flame
- Malicia's outfit has been changed.
Three Barrel Cove
- Fixed a typo in Marteen Worley's conversation.
- Three Barrel Cove's fourteenth rare encounter is now properly credited in the quest panel. Happy hunting!
Delirium
House of Madness
- Fixed a problem where the kitchen cook sometimes refuses to speak with players.
Vault of Night
Prison of the Mind
- Invisible walls once blocked dead players from going places. They don't anymore!
The Red Fens
- An unusable clam and a stuck-spot have been fixed.
- Floating deco was fixed.
- Part of the swamp was missing its music. This has been fixed.
- Slayer, Explorer, and Rare quests no longer are being bestowed by DNT text.
- Dagni d'Kundarak had misplaced her monstrous humanoid bane weapons and would occasionally give you nothing when trading for pearls. Now she will give out those weapons as intended.
- You can now get the Into the Deep quest so long as you've done the three prerequisite quests.
- Fixed typos in NPC dialogue.
- Crooktooth's focus orb is now correct.
- Sharkbiter will no longer have naming inconsistencies.
- Epic Shards, Seals, and Scrolls now drop appropriately throughout Epic difficulties.
- Landscape quests have been consolidated into the 'The Red Fens' area in the quest journal.
Fathom the Depths
- If the Treasure Guardian drops its key in an awkward place, another copy of the key is now available on top of the platform.
Claw of Vulkoor
- Optional objectives' XP in Claw of Vulkoor has been increased.
Delera's Graveyard
- The Delera's Graveyard public area is now open to Free players (the quests inside the graveyard still require purchase of the Delera's Graveyard content pack).
Mired in Kobolds
- A stuck spot has been fixed.
Emerald Claw's Laboratory
- Fixed graphical errors.
Forgotten Caverns
- Floating deco was fixed in Forgottern caverns.
The Rescue
- A barrel stuck in the wall has been removed.
Sentinels
- Epic Shards, Seals, and Scrolls now drop appropriately throughout Epic difficulties.
- Drop rates of items and tokens have been increased, and all of the sigils have been added to the special end reward list granted on every third completion of The Tide Turns.
- Lille now has the correct overhead icon when Taggart sends you to her.
Storming the Beaches
- Corrected text on the loading screen.
Bargain of Blood
- The General Manager should no longer be able to climb the statue.
- Fixed an issue where the Manager would sometimes not appear. If the Manager does not appear when the General dies, check back on the platform where you first saw the General Manager a few seconds later. The Manager should be waiting for you there.
Gianthold
Madstone Crater
- An adventurer's pack had become stuck in the ground and unusable. It has been fixed.
Redfang
- Fixed a stuck spot.
- Fixed some aesthetic issues in the end room.
Phiarlan Carnival
A Small Problem
- The end chest in epic mode now contains the proper treasure.
- The elite/epic end fight is now slightly more forgiving.
- The dwarf actor is no longer referred to as a halfling.
- Saving Brawnpits from the first attack of the assassins will now be easier.
- Glitter Underhill now correctly describes where to find the caravan to enter Mammoth Valley.
Party Crashers
- Fixed graphical errors.
- The final object should now check off properly for all ending sequences.
=====Under the Big Top=====fckLR*Fixed several stuck spots.
The Snitch
- Fixed NPC conversation issue with "Letter" optional.
Reaver's Refuge
Reaver’s Reach
- Fixed stuck spots.
- Fixed a broken grate that was letting rats in.
Monastery of the Scorpion
- Fixed a stuck spot.
Enter the Kobold
- The boss will no longer get stuck on the walls.
- Some of the living spells will only appear on hard and elite settings.
- The end fight will now be easier on normal and slightly easier on hard. Elite mode has not changed.
Prey of the Hunter
- Fixed stuck spots.
The Path of Inspiration
Inspired Quarter
- Drop rates for items have been increased in the Inspired Quarter on Hard and Elite.
Eye of the Titan
- The Titan now has a better memory of the past, regardless of whether players decide to help him on his journey or not. He will no longer be confused if some giants die before he gets to them.
Keeper's Sanctuary
- Some gates were failing to close properly. Their hinges have been oiled.
Inferno of the Damned
- Stuck spot fixed.
Tangleroot Gorge
- Fixed a graphical error.
Doom of the Witch Doctor
- Grounded a floating pillar
Menechtarun Desert
- Fixed a stuck-spot.
Sorrowdusk Isle
- Additional music was added to the troll caves.
Redemption
- Fixed an improperly-positioned water volume.
Searing Heights
- Some tall weeds were blocking a cave entrance. A brave gardener ventured in and did some lopping.
Seal of Shan-to-Kor
Cloven-Jaw Stronghold
- A ladder was fixed.
Cerulean Hills
The Captives
- Fixed a rare issue where it became impossible to complete the quest objective to rescue Lady Azdel.
Skills, Feats, and Abilities
Skills
- Paladins now possess intimidate as a class skill.
Feats
New Class Feats
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Opportunist
- Benefit: A rogue with this ability gains a 3% chance to double strike with melee weapons and bypasses 10% fortification.
- Special: This feat can only be selected by Rogues as a special Rogue ability at levels 10, 13, 16, or 19.
- Favored Enemy: Plant
- Benefit: You receive a damage bonus when attacking plants.
- Special: This feat can only be selected by Rangers as a Ranger Favored Enemy at levels 1, 5, 10, 15, or 20.
New Racial Feats
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Half-Elves
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Half-Elven Social Grace:
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Benefit: Half-elves get along naturally with all people and gain a +2 racial bonus to Diplomacy. They also gain additional Bluff, Diplomacy, and Intimidate uses on a separate cooldown timer. All three subfeats of Half-Elven Social Grace have a shared 15 second cooldown.
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Half-Elven Bluff
- Benefit: Attempts to make monsters vulnerable to a sneak attack.
- Half-Elven Diplomacy
- Benefit: Attempts to encourage monsters to find targets other than yourself.
- Benefit: Attempts to draw the attention of monsters. You get a bonus when intimidating creatures smaller than you and a penalty when intimidating creatures that are larger than you.
- Half-Elven Intimidate
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Half-Elven Bluff
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Benefit: Half-elves get along naturally with all people and gain a +2 racial bonus to Diplomacy. They also gain additional Bluff, Diplomacy, and Intimidate uses on a separate cooldown timer. All three subfeats of Half-Elven Social Grace have a shared 15 second cooldown.
- Half-Elven Senses:
- Benefit: Half-elves have gained some of the keen senses of the elves and gain a +1 racial bonus to Listen, Search, and Spot checks.
- Benefit: Half-elves are immune to magical sleep effects.
- Half-elves are treated as both an elf and a human by magical items and effects if one would be beneficial. Negative effects treat half-elves as if they were elves.
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Half-Elven Dilettante: Barbarian
- Prerequisites: Half-Elf, 13 Constitution
- Benefit: You have become toughened by time spent outdoors and amongst barbarian tribes. You gain Damage Reduction 1/- as if you were a barbarian. This feat does not stack with Barbarian Damage Reduction. For item use purposes, you count as a level one barbarian in addition to any other classes you possess. This feat is not recommended for characters with actual barbarian levels.
- Half-Elven Dilettante: Bard
- Prerequisites: Half-Elf, 13 Charisma
- Benefit: You have the gift of song, and have learned a few tips from famous bards. You can produce a Bardic Fascinate effect three times per rest that mesmerizes nearby enemies, with a Will DC based on a Perform check (or 1d20 + Charisma Modifier if untrained) to negate. You are able to use wands and scrolls as if you were a level one bard, and for item use purposes you count as a level one bard in addition to any other classes you possess. This feat is not recommended for characters with actual bard levels.
- Prerequisites: Half-Elf, 13 Wisdom
- Benefit: You have learned much by watching clerics perform their arts. You are able to use wands and scrolls as if you were a level one cleric, and for item use purposes you count as a level one cleric in addition to any other classes you possess. This feat is not recommended for characters with actual cleric levels.
- Prerequisites: Half-Elf, 13 Charisma
- Benefit: You have fought alongside the chosen of the gods, and a little bit of divine favor appears to have rubbed off on you. You are able to use wands and scrolls as if you were a level one favored soul, and for item use purposes you count as a level one favored soul in addition to any other classes you possess. This feat is not recommended for characters with actual favored soul levels.
- Prerequisites: Half-Elf, 13 Strength
- Benefit: You have trained with the best, and your martial skills have improved. You gain proficiency with all martial melee weapons, and for item use purposes you count as a level one fighter in addition to any other classes you possess. This feat is not recommended for characters with actual fighter levels.
- Prerequisites: Half-Elf, 13 Wisdom
- Benefit: You have meditated alongside monks in the most remote of places. You gain proficiency with the quarterstaff, kama, and shuriken, and can add up to 2 points of your Wisdom bonus to your Armor Class as long as you are Defensively Centered (unarmored and unencumbered). This Armor Class bonus does not stack with the similar monk class ability. For item use purposes you count as a level one monk in addition to any other classes you possess. This feat is not recommended for characters with actual monk levels.
- Prerequisites: Half-Elf, 13 Charisma
- Benefit: You have spent enough time among holy warriors that you know their chants by heart. You can add up to 2 points of your Charisma bonus to all saves. This bonus does not stack with the Divine Grace ability. You are able to use wands and scrolls as if you were a level one paladin, and for item use purposes you count as a level one paladin in addition to any other classes you possess. This feat is not recommended for characters with actual paladin levels.
- Prerequisites: Half-Elf, 13 Dexterity
- Benefit: You have hunted with some of the greatest rangers of Khorvaire. You gain proficiency with all martial ranged weapons, and can add up to 2 points of your Strength bonus to bow damage. You are able to use wands and scrolls as if you were a level one ranger. For item use purposes you count as a level one ranger in addition to any other classes you possess. This feat is not recommended for characters with actual ranger levels.
- Prerequisites: Half-Elf, 13 Dexterity
- Benefit: You have learned a few tricks from less reputable sources. You deal +1d6 Sneak Attack damage, but this does not stack with the Rogue Sneak Attack ability. For item use purposes you count as a level one rogue in addition to any other classes you possess. This feat is not recommended for characters with actual rogue levels.
- Prerequisites: Half-Elf, 13 Charisma
- Benefit: Your travels and adventures seem to have awakened a bit of power within your blood. You are able to use wands and scrolls as if you were a level one sorcerer, and for item use purposes you count as a level one sorcerer in addition to any other classes you possess. This feat is not recommended for characters with actual sorcerer levels.
- Prerequisites: Half-Elf, 13 Intelligence
- Benefit: "You have studied ancient tomes alongside powerful wizards. You are able to use wands and scrolls as if you were a level one wizard, and for item use purposes you count as a level one wizard in addition to any other classes you possess. This feat is not recommended for characters with actual wizard levels.
- Half-Elven Dilettante: Cleric
- Half-Elven Dilettante: Favored Soul
- Half-Elven Dilettante: Fighter
- Half-Elven Dilettante: Monk
- Half-Elven Dilettante: Paladin
- Half-Elven Dilettante: Ranger
- Half-Elven Dilettante: Rogue
- Half-Elven Dilettante: Sorcerer
- Half-Elven Dilettante: Wizard
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Least Dragonmark of Storm
- Prerequisites: Half-Elf
- Benefit: The bloodline of House Lyrandar bestows on you a +2 bonus to your Balance skill. Activate this ability to cast Gust of Wind three times per rest. Gust of Wind creates a severe blast of wind that slows enemy movement and disperses clouds.
- Lesser Dragonmark of Storm
- Prerequisites: Half-Elf
- Benefit: Activate this ability to harness the bloodline of House Lyrandar to cast Electric Loop two times per rest. Also allows you to use your Least Mark of Storm an extra time per rest. Electric Loop strikes multiple targets with electricity, sometimes dazing them.
- Prerequisites: Half-Elf
- Benefit: Activate this ability to harness the bloodline of House Lyrandar to cast Call Lightning Storm once per rest. Also allows you to use your Least and Lesser Marks of Storm an extra time per rest. Call Lightning Storm calls down lightning bolts from the sky.
- Greater Dragonmark of Storm
- Immunity to Sleep
- Mixed Heritage:
- Half-elves select one Dilettante feat at level one as a racial bonus feat:
- The following Dragonmarks are available to Half-elven characters:
-
Half-Elven Social Grace:
- Half-Orcs
-
Orc Blood
- Benefit: You are treated as an orc by magical items and effects.
- The following Dragonmarks are available to Half-orc and Human characters:
-
Least Dragonmark of Finding
- Prerequisites: Human or Half-Orc
- Benefit: The bloodline of House Tharashk bestows on you a +2 bonus to your Search skill. Activate this ability to harness the bloodline of House Tharashk to Locate Objects three times per rest. Locate Objects allows you to target a breakable object and find something temporary (but potentially useful) within it when it is broken.
- Lesser Dragonmark of Finding
- Prerequisites: Human or Half-Orc
- Benefit: Activate this ability to harness the bloodline of House Tharashk to cast Knock two times per rest. Also allows you to use your Least Mark of Finding an extra time per rest. Knock unlocks any lock which could be picked by a sufficiently skilled rogue.
- Prerequisites: Human or Half-Orc
- Benefit: Activate this ability to harness the bloodline of House Tharashk to cast Treasure Finding once per rest. Also allows you to use your Least and Lesser Marks of Finding an extra time per rest. Treasure Finding lets you target an unopened chest and twist fate for a chance at better rewards for the entire party. Chests can only be improved in this way one time, and there is a chance of failure based on your Charisma. (There is no special drawback on failure.) Some chests cannot be improved in this manner. This ability stacks with Jewels of Fortune.
- Greater Dragonmark of Finding
General Changes
- Monk Spell Resistance from Diamond Soul will now be reflected on your character sheet.
- A full description of "centering" has been added to the Monk Flurry of Blows feat.
-
Precision
- Benefit: While using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls, and bypass 25% fortification.
Spells
New Spells
-
Gust of Wind (Wizard/Sorcerer Level 2)
- Spell Point Cost: 15
- Target: Foe, Directional, Breakable
- Duration: 10 seconds
- Spell Resistance: No
- This spell creates a severe blast of air that originates from you and passes through all enemies in its path. Small or smaller enemies must make a Strength/Dexterity check or be knocked prone, Medium or smaller enemies are slowed by the winds, and Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.
- Cyclonic Blast (Wizard/Sorcerer Level 5)
- Spell Point Cost: 30
- Target: Foe, Directional, Breakable
- Duration: 6 seconds
- Spell Resistance: No
- You send a twisting torrent of wind toward your enemies that deals 1 to 6 damage per caster level (up to a max of 90 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength/Dexterity check or be knocked prone. The spell also clears away all lingering effects in its path, such as clouds and walls of fire. D&D Dice: Deals 1d6 damage per caster level (max 15d6)."
General Spell Changes
- Bless, Prayer, Rage, and Recitation once again affect multiple targets.
- Directionally targeted spells (projectiles and the like) will no longer fire in crazy directions when a target is very close to the caster.
- Master's Touch can now be cast on allies as a touch ranged spell.
- Players now get a choice of monsters to summon for each level of Summon Monster.
- Ray of Fatigue, Waves of Fatigue and Waves of Exhaustion now only apply the strength/dexterity stat modifications to bosses and raid bosses. The slow effect will no longer apply. Orange name bosses still take the slow. The tool tip has been updated. Duration of Ray and Waves of Fatigue has been shortened slightly to 60 seconds base +6 seconds per level. Against players, it lasts only 20 seconds +1 second per level. Dispel magic and rest apply normally.
- Waves of Exhaustion is no longer permanent, it lasts 120 seconds +6 per level, against a player it also lasts 20 seconds +1 per level. Dispel magic and rest apply normally.
- Spell descriptions for all damage dealing spells have been updated to reflect the actual damage amounts they do. For example, lightning bolt now says: A powerful stroke of electrical energy deals 4 to 6 electricity damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. D&D Dice: Deals 1d3+3 electricity damage per caster level (max 10d3+30).
- Delayed Blast Fireball's trap version now triggers the normal cooldown on the instant version of it, instead of the full 12-second timer of the trap version.
- The portion of Heroes' Feast that grants immunities to poison and fear now appears as a separate effect icon to avoid confusion if other effects that are part of that spell get overwritten.
- Tenser's Transformation grants proficiency in martial weapons correctly once again.
- Numerous ""cone"" spells have been made more responsive. (Acid Spray, Burning Hands, Cone of Cold, Greater Shout, and Shout).
- Force Missiles track their targets better.
- Spells that are normally harmful but are beneficial to undead will no longer trigger spell resistance when cast on a friendly undead. Spells that are harmful to undead will be treated as such, triggering spell resistance checks as appropriate.
Enhancements
New Racial Enhancements
Half-Elf
- Half-elves gain access to many Elven and Human enhancements. Selecting certain racial enhancements will lock out variants that are extremely similar. (For example, taking Elven Dexterity I will lock out Human Adaptability and vice-versa.)
-
Lyrandar Balance I
- Prerequisites: Lvl 1 Half-Elf, Least Dragonmark of Storm
- Benefit: Grants a +1 bonus to your Balance skill.
- Lyrandar Balance II
- Prerequisites: Lvl 6 Half-Elf, Lesser Dragonmark of Storm, Lyrandar Balance I
- Benefit: Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2.
- Prerequisites: Lvl 10 Half-Elf, Greater Dragonmark of Storm, Lyrandar Balance II
- Benefit: Grants an additional +1 bonus to your Balance skill, bringing the total increase to 3.
- Prerequisites: Lvl 14 Half-Elf, Lyrandar Balance III
- Benefit: Grants an additional +1 bonus to your Balance skill, bringing the total increase to 4.
- Lyrandar Balance III
- Lyrandar Balance IV
Half-Orc
-
Tharashk Search I
- Prerequisites: Lvl 1 Half-Orc or Human, Least Dragonmark of Finding
- Benefit: Grants a +1 bonus to your Search skill.
- Tharashk Search II
- Prerequisites: Lvl 6 Half-Orc or Human, Lesser Dragonmark of Finding, Tharashk Search I
- Benefit: Grants an additional +1 bonus to your Search skill, bringing the total increase to 2.
- Prerequisites: Lvl 10 Half-Orc or Human, Greater Dragonmark of Finding, Tharashk Search II
- Benefit: Grants an additional +1 bonus to your Search skill, bringing the total increase to 3.
- Prerequisites: Lvl 14 Half-Orc or Human, Tharashk Search III
- Benefit: Grants an additional +1 bonus to your Search skill, bringing the total increase to 4.
- Prerequisites: Lvl 3 Half-Orc
- Benefit: Grants a +1 increase to your Strength score.
- Prerequisites: Lvl 8 Half-Orc, Orcish Strength I
- Benefit: Grants an additional +1 to your Strength score.
- Prerequisites: Lvl 4 Half-Orc, Power Attack
- Benefit: Your Power Attack feat does 1 additional point of bonus damage but also has an additional -1 to your attack bonus.
- Prerequisites: Lvl 10 Half-Orc, Orcish Power Attack I
- Benefit: Your Power Attack feat does 2 additional points of bonus damage but also has an additional -2 to your attack bonus.
- Prerequisites: Lvl 16 Half-Orc, Orcish Power Attack II
- Benefit: Your Power Attack feat does 3 additional points of bonus damage but also has an additional -3 to your attack bonus.
- Prerequisites: Lvl 2 Half-Orc, Two Handed Fighting
- Benefit: Glancing blows produced by your two-handed weapon attacks have an increased chance of producing magical weapon effects such as flaming.
- Prerequisites: Lvl 8 Half-Orc, Improved Two Handed Fighting, Orcish Great Weapon Aptitude I
- Benefit: Glancing blows produced by your two-handed weapon attacks get an additional increase to their chance of producing magical weapon effects such as flaming.
- Prerequisites: Lvl 14 Half-Orc, Greater Two Handed Fighting, Orcish Great Weapon Aptitude II
- Benefit: Glancing blows produced by your two-handed weapon attacks get an additional increase to their chance of producing magical weapon effects such as flaming.
- Prerequisites: Lvl 1 Half-Orc
-
Benefit: You gain an additional +2 bonus to damage rolls when using two handed melee weapons.
- Orcish Falchion Damage I
- Benefit: You gain an additional +2 bonus to damage rolls when using a falchion.
- Orcish Greataxe Damage I
- Benefit: You gain an additional +2 bonus to damage rolls when using a greataxe.
- Orcish Greatclub Damage I
- Benefit: You gain an additional +2 bonus to damage rolls when using a greatclub.
- Orcish Greatsword Damage I
- Benefit: You gain an additional +2 bonus to damage rolls when using a greatsword.
- Orcish Maul Damage I
- Benefit: You gain an additional +2 bonus to damage rolls when using a maul.
- Orcish Quarterstaff Damage I
- Benefit: You gain an additional +2 bonus to damage rolls when using a quarterstaff.
- Prerequisites: Lvl 7 Half-Orc, Orcish Melee Damage I
-
Benefit: You gain an additional +2 bonus to damage rolls when using two handed melee weapons, bringing the total increase to 4.
- Orcish Falchion Damage II
- Benefit: You gain an additional +2 bonus to damage rolls when using a falchion, bringing the total increase to 4.
- Orcish Greataxe Damage II
- Benefit: You gain an additional +2 bonus to damage rolls when using a greataxe, bringing the total increase to 4.
- Orcish Greatclub Damage II
- Benefit: You gain an additional +2 bonus to damage rolls when using a greatclub, bringing the total increase to 4.
- Orcish Greatsword Damage II
- Benefit: You gain an additional +2 bonus to damage rolls when using a greatsword, bringing the total increase to 4.
- Orcish Maul Damage II
- Benefit: You gain an additional +2 bonus to damage rolls when using a maul, bringing the total increase to 4.
- Orcish Quarterstaff Damage II
- Benefit: You gain an additional +2 bonus to damage rolls when using a quarterstaff, bringing the total increase to 4.
- Prerequisites: Lvl 5 Half-Orc, Lvl 2 Barbarian, and any of: Orcish Fury I, Orcish Brute Fighting I, or Orcish Extra Action Boost I
- Benefit: When raging, you gain an additional +1 Strength, but also get an additional -1 penalty to AC. Requires at least 2 levels of the Barbarian class.
- Prerequisites: Lvl 15 Half-Orc, Lvl 6 Barbarian, Orcish Power Rage I, and any of: Orcish Fury III, Orcish Brute Fighting III, or Orcish Extra Action Boost III.
- Benefit: When raging, you gain an additional +2 Strength, but also get an additional -2 penalty to AC. Requires at least 6 levels of the Barbarian class.
- Prerequisites: Lvl 2 Half-Orc
- Benefit: Activate this ability to cause your melee attacks to generate 10% more hate, making enemies more likely to attack you.
- Prerequisites: Lvl 6 Half-Orc, Orcish Brute Fighting I
- Benefit: Activate this ability to cause your melee attacks to generate 15% more hate, making enemies more likely to attack you.
- Prerequisites: Lvl 10 Half-Orc, Orcish Brute Fighting II
- Benefit: Activate this ability to cause your melee attacks to generate 20% more hate, making enemies more likely to attack you.
- Prerequisites: Lvl 14 Half-Orc, Orcish Brute Fighting III
- Benefit: Activate this ability to cause your melee attacks to generate 25% more hate, making enemies more likely to attack you.
- Prerequisites: Lvl 3 Half-Orc
- Benefit: Half-orcs keep fighting long after other races tire. You can use each of your action boosts 1 additional time per rest.
- Prerequisites: Lvl 7 Half-Orc, Orcish Extra Action Boost I
- Benefit: Half-orcs keep fighting long after other races tire. You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
- Prerequisites: Lvl 11 Half-Orc, Orcish Extra Action Boost II
- Benefit: Half-orcs keep fighting long after other races tire. You can use each of your action boosts 1 additional time per rest, bringing the total increase to 3.
- Prerequisites: Lvl 1 Half-Orc
- Benefit: When below 50% health you gain a +2 morale bonus to strength.
- Prerequisites: Lvl 5 Half-Orc, Orcish Fury I
- Benefit: When below 25% health you gain an additional +2 morale bonus to strength. This strength bonus stacks with Orcish Fury I.
- Prerequisites: Lvl 9 Half-Orc, Orcish Fury II
- Benefit: When below 10% health you gain an additional +4 morale bonus to strength. This strength bonus stacks with Orcish Fury I and II.
- Tharashk Search III
- Tharashk Search IV
- Orcish Strength I
- Orcish Strength II
- Orcish Power Attack I
- Orcish Power Attack II
- Orcish Power Attack III
- Orcish Great Weapon Aptitude I
- Orcish Great Weapon Aptitude II
- Orcish Great Weapon Aptitude III
- Orcish Melee Damage I
- Orcish Melee Damage II
- Orcish Power Rage I
- Orcish Power Rage II
- Orcish Brute Fighting I
- Orcish Brute Fighting II
- Orcish Brute Fighting III
- Orcish Brute Fighting IV
- Orc Extra Action Boost I
- Orc Extra Action Boost II
- Orc Extra Action Boost III
- Orcish Fury I
- Orcish Fury II
- Orcish Fury III
New Prestige Class Enhancements
Bard Enhancements
-
Bard Spellsinger II:
- Prerequisites: Level 12 Bard, Bard Spellsinger I, Bard Energy of Music III, Bard Song Magic III, Bard Lyric of Song II
- Benefit: Your further studies into magic have granted you another +2 bonus to your Concentration and Use Magic Device skills for a total of +4 to each. You also gain another +100 maximum Spell Points for a total of 200. Any time you finish playing a bard song, you now have a chance to restore a small number of spell points to all nearby allies. You now have the ability to expend a use of Bardic Music to grant yourself and all nearby allies a +1 morale bonus to caster level for all spells, or to apply a spell point regeneration effect to one target. You may possess only one prestige enhancement line at a time for each class.
-
Chance of Mass-DV is based on Perform skill.
-
Song of Arcane Might
- Benefit: Expend a use of Bardic Music to grant a +1 morale bonus to caster level for spells cast by you and all nearby allies for 24 seconds plus 6 seconds per level.
- Spellsong Vigor
- Benefit: Expend a use of Bardic Music to apply an effect to one target that restores spell points over time.
-
Song of Arcane Might
- Bard War Chanter II
- Prerequisites: Level 12 Bard, Bard War Chanter I, Bard Inspired Attack II, Bard Inspired Damage II, Bard Inspired Bravery III
-
Benefit: Your further studies into war have granted you another +2 bonus to your Intimidate skill, for a total of +4. You have also grown more resilient, gaining +10 maximum hit points, gain medium armor proficiency (and the ability to cast arcane spells in medium armor without arcane spell failure) and gain access to purchase a single martial weapon proficiency you possess Weapon Focus in for one action point. You also gain the ability to expend a use of Bardic Music to grant all nearby allies a 5% to perform a double strike, at the cost of 10% fortification, or to produce a short duration non-magical mass Greater Heroism effect. You may possess only one prestige enhancement line at a time for each class.
-
Inspire Recklessness
- Benefit: Expend a use of Bardic Music to grant a +5% morale bonus to double strike chance and -10% fortification to all nearby allies for 1 minute plus 6 seconds per level. This effect will be removed if the target enters combat expertise, defensive fighting, or a defensive stance. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.
- Song of Heroism
- Benefit: Expend a use of Bardic Music to give the effects of the Greater Heroism spell to all nearby allies for 1 minute plus 6 seconds per level. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.
- Prerequisites: Level 12 Bard, Bard War Chanter II, Weapon Focus: <Weapon Type>
- Cost: 1 AP
-
Benefit: Grants martial weapon proficiency with <Weapon>.
- This enhancement is available for all martial weapons that Bards are not proficient in, but may only be taken for one weapon:
- Battleaxe
- Falchion
- Greataxe
- Greatclub
- Greatsword
- Handaxe
- Heavy Pick
- Kukri
- Light Hammer
- Light Pick
- Longbow
- Maul
- Scimitar
- Throwing Axe
- Throwing Hammer
- Warhammer
- Dwarven Waraxe (Dwarves Only)
- War Chanter <Weapon> Training
-
Inspire Recklessness
- Prerequisites: Level 12 Bard, Bard Virtuoso I, Bard Charisma 2, Bard Lingering Song II, Bard Extra Song III
-
Benefit: Your further studies into song have granted you another +2 bonus to your Diplomacy, Listen, and Perform skills, for a total of +4 to each. You also gain 2 more extra uses of Bardic Music per rest for a total of 5, and the ability to extend the duration of your beneficial songs by an additional 10% for a total of 20%. You can now expend a use of Bardic Music to apply a temporary fast-healing effect to all nearby allies. Your uses of Bardic Music regenerate over time at a rate of 1 every 5 minutes. You may possess only one prestige enhancement line at a time for each class.
-
Sustaining Song
- Benefit: Expend a use of Bardic Music to apply a temporary fast-healing effect to all nearby allies. It lasts for 24 seconds plus 6 seconds per level.
- Song of Capering
- Benefit: Expend a use of Bardic Music to make a single enemy dance helplessly. A successful Will save negates this effect. (DC Based on Perform check.)
-
Sustaining Song
- Bard Virtuoso II
Monk Enhancements
-
Shintao Monk I:
- Prerequisites: Level 6 Monk, Path of Harmonious Balance, Stunning Fist, Monk Improved Recovery I, and any one of Cleave, Combat Expertise, Diehard, Discipline, Luck of Heroes, Precision, Resilience, or Self Sufficient.
-
Benefit: You guide others on the path of enlightenment, leading by example. You gain the ability to expend ki to smite 'tainted' creatures (aberrations, extraplanar creatures that are not Lawful Outsiders, and undead). You gain +2 to Diplomacy, Heal, and Intimidate, and a permanent Protection from Tainted Creatures effect (warding against mental domination and granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from extraplanar creatures, aberrations, and undead). Your unarmed attacks now bypass Byeshk damage reduction.
- Shintao Monk: Smite Evil has been replaced with:
-
Shintao Monk: Smite Tainted Creature
- Cost: 15 Ki
- Benefit: You have the ability to expend ki to deal devastating blows in melee against tainted creatures. You gain twice your Wisdom modifier to your attack roll and a damage bonus based on your monk level. A tainted target will be locked in a tomb of jade on vorpal attacks (attack roll of 20 followed by critical confirmation) on a failed Will save (DC = 10 + Wisdom Modifier + your monk level). Extraplanar Aberrations, or Undead must succeed at two consecutive Will saves to avoid their fate. This ability counts as a Light move. (Cooldown reduced to 15 seconds.)
- Shintao Monk: Protection from Evil has been removed.
- Shintao Monk II:
- Prerequisites: Level 12 Monk, Shintao Monk I, and any of Rise of the Phoenix or Monk Improved Recovery III.
-
Benefit: Invaders from other realities have learned to fear your prowess. You gain an additional +2 to Diplomacy, Heal, and Intimidate, and the ability to expend ki to dismiss outsiders, or to strike 'tainted' creatures (aberrations, extraplanar creatures that are not classified as 'Lawful Outsiders', and undead) with an attack that increases their vulnerability to physical damage. Your Protection from Tainted Creatures bonuses increase to +4, and your unarmed attacks now bypass Cold Iron damage reduction.
-
Shintao Monk: Dismissing Strike
- Cost: 25 Ki
- Benefit: You perform a melee attack that attempts to force an extra planar enemy back to its proper plane. A successful Will save negates this effect. (DC = 10 + Wisdom Modifier + your monk level). This ability counts as a Light move. (No changes)
- Shintao Monk: Jade Strike
- Cost: 10 Ki
- Benefit: You perform a melee attack that is anathema to tainted creatures, that increases their physical damage vulnerability by 10% and reduces their fortification by 25%. A successful Will save negates this effect (DC = 10 + Wisdom Modifier + your monk level). This ability only functions on aberrations, extraplanar creatures that are not classified as 'Lawful Outsiders', and undead, and counts as a Light move. Creatures that are both extraplanar and either aberrations or undead receive double this effect. On critical hits, a tainted target will be locked in a tomb of jade on a failed Will save (DC = 10 + Wisdom Modifier + your monk level). Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to avoid their fate.
-
Shintao Monk: Dismissing Strike
- Prerequisites: Level 18 Monk, Shintao Monk II, and any of Master of Thunder, Master of Stone, Master of Bonfires, or Master of the Sea.
-
Benefit: You have reached the heights of enlightenment, and are a defender of the natural world. You gain an additional +2 to Diplomacy, Heal, and Intimidate, and the ability to expend ki to stun opponents at range or lock 'tainted' creatures (aberrations, extraplanar creatures that are not classified as 'Lawful Outsiders', and undead) in a tomb of jade. Your Protection from Tainted Creatures bonuses increase to +6, and your unarmed attacks now bypass Silver damage reduction.
-
Shintao Monk: Kukan-Do
- Cost: 25 Ki
- Benefit: You lock gazes with an enemy, stunning them for a short period of time on a failed Will save (DC = 10 + Charisma Modifier + your monk level). Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this ability. Sightless creatures are unaffected by this ability.
- Shintao Monk: Tomb of Jade
- Cost: 25 Ki
- Benefit: You perform an attack that encases a tainted target in a tomb of jade on a failed Will save (DC = 10 + Wisdom Modifier + your monk level). Extraplanar Aberrations, or Undead must succeed at two consecutive Will saves to avoid their fate. This ability counts as a Light move.
-
Shintao Monk: Kukan-Do
- Shintao Monk III:
Wizard Enhancements
-
Wizard Archmage I
- Prerequisites: Level 6 Wizard, Wizard Intelligence I, Wizard Concentration II, Wizard Energy of the Scholar II, Mental Toughness, and any Spell Focus
- Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 100 spell points as your mind expands, and now have the ability to acquire many first level spells permanently as spell-like abilities.
- Wizard Archmage II
- Prerequisites: Level 9 Wizard, Wizard Archmage I, Wizard Intelligence II
- Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many second level spells permanently as spell-like abilities.
- Prerequisites: Level 12 Wizard, Wizard Archmage II, Wizard Concentration III, Wizard Energy of the Scholar III, and any Greater Spell Focus
- Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many third level spells permanently as spell-like abilities.
- Prerequisites: Level 15 Wizard, Wizard Archmage III, Wizard Intelligence III
- Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many fourth level spells permanently as spell-like abilities.
- Prerequisites: Level 18 Wizard, Wizard Archmage IV, Wizard Concentration IV, Wizard Energy of the Scholar IV
- Benefit: You are an advanced practitioner of the magical arts, allowing you to bend spells in unexpected ways. You gain 75 spell points as your mind expands, and now have the ability to acquire many fifth level spells permanently as spell-like abilities.
- Prerequisites: Level 6 Wizard, Wizard Archmage I, Spell Focus: <School>.
- Benefit: You have trained extensively in <School> magic, granting you a +1 bonus to your spell DCs of that school. This costs you 50 maximum spell points.
- This enhancement is available for all schools except for Divination. A player may select a second school (“Archmage Secondary Spell Mastery I: <School>”) at Archmage III (Level 12 Wizard).
- Prerequisites: Level 15 Wizard, Wizard Archmage IV, Archmage Spell Mastery I: <School>, Greater Spell Focus: <School>.
- Benefit: You have achieved mastery with <School> magic, granting you another +1 bonus to your spell DCs of that school. This costs you 75 maximum spell points.
- This enhancement is available for all schools except for Divination. Only one Spell Mastery II can be taken, upgrading the one taken at Archmage I.
- Prerequisites: Level 9 Wizard, Wizard Archmage II
- Benefit: You fire a bolt of raw energy from your finger that deals 1 to 6 hit points of force damage per caster level to a single target for 1 spell point. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 50.
- Prerequisites: Level 15 Wizard, Wizard Archmage IV, Arcane Bolt
- Benefit: You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1 to 6 hit points of force damage per caster level to all within its radius for 5 spell points. A successful Reflex save reduces the damage by half. Purchasing this enhancement will reduce your maximum spell point total by 100.
-
All spell-like abilities have a 6 second cooldown, except for the following which have a 15 second cooldown:
- Abjuration IV: Stoneskin
- Conjuration III: Stinking Cloud
- Conjuration IV: Dimension Door
- Conjuration V: Cloudkill
- First level abilities require Level 6 Wizard, Archmage I and Spell Focus <school>. They cost 1 AP each.
-
Abjuration I – Shield
- You have committed the spell Shield permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
- Conjuration I – Grease
- You have committed the spell Grease permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
- You have committed the spell Hypnotism permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
- You have committed the spell Magic Missile permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
- You have committed the spell Invisibility permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
- You have committed the spell Chill Touch permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
- You have committed the spell Jump permanently to memory as a spell-like ability. Using this ability costs you 1 spell point. Purchasing this enhancement will reduce your maximum spell point total by 25.
- Enchantment I – Hypnotism
- Evocation I - Magic Missile
- Illusion I – Invisibility
- Necromancy I - Chill Touch
- Transmutation I – Jump
-
Abjuration II - Resist Energy
- You have committed the spell Resist Energy permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
- Conjuration II – Web
- You have committed the spell Web permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
- You have committed the spell Otto's Resistible Dance permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
- You have committed the spell Gust of Wind permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
- You have committed the spell Blur permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
- You have committed the spell Command Undead permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
- You have committed the spell Knock permanently to memory as a spell-like ability. Using this ability costs you 3 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
- Enchantment II - Otto's Resistible Dance
- Evocation II - Gust of Wind
- Illusion II – Blur
- Necromancy II - Command Undead
- Transmutation II – Knock
-
Abjuration III - Protection from Energy
- You have committed the spell Protection from Energy permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
- Conjuration III - Stinking Cloud
- You have committed the spell Stinking Cloud permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
- You have committed the spell Hold Person permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
- You have committed the spell Chain Missiles permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 50.
- You have committed the spell Displacement permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
- You have committed the spell Halt Undead permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
- You have committed the spell Haste permanently to memory as a spell-like ability. Using this ability costs you 6 spell points. Purchasing this enhancement will reduce your maximum spell point total by 75.
- Enchantment III - Hold Person
- Evocation III - Chain Missiles
- Illusion III – Displacement
- Necromancy III - Halt Undead
- Transmutation III – Haste
-
Abjuration IV – Stoneskin
- You have committed the spell Stoneskin permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
- Conjuration IV - Dimension Door
- You have committed the spell Dimension Door permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
- You have committed the spell Charm Monster permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
- You have committed the spell Fire Shield permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
- You have committed the spell Phantasmal Killer permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
- You have committed the spell Enervation permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
- You have committed the spell Stone to Flesh permanently to memory as a spell-like ability. Using this ability costs you 10 spell points. Purchasing this enhancement will reduce your maximum spell point total by 100.
- Enchantment IV - Charm Monster
- Evocation IV - Fire Shield
- Illusion IV - Phantasmal Killer
- Necromancy IV – Enervation
- Transmutation IV - Stone to Flesh
-
Abjuration V – Dismissal
- You have committed the spell Dismissal permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125.
- Conjuration V – Cloudkill
- You have committed the spell Cloudkill permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125.
- You have committed the spell Hold Monster permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125.
- You have committed the spell Cyclonic Blast permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125.
- You have committed the spell Shadow Walk permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125.
- You have committed the spell Waves of Fatigue permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125.
- You have committed the spell Flesh to Stone permanently to memory as a spell-like ability. Using this ability costs you 15 spell points. Purchasing this enhancement will reduce your maximum spell point total by 125.
- Enchantment V - Hold Monster
- Evocation V - Cyclonic Blast
- Illusion V - Shadow Walk
- Necromancy V - Waves of Fatigue
- Transmutation V - Flesh to Stone
- Second level abilities require Level 9 Wizard, Archmage II, Archmage Spell Mastery I <school> or Archmage Secondary Spell Mastery I <school>, and the first level spell from that school. They cost 1 AP each.
- Third level abilities require Level 12 Wizard, Archmage III, Greater Spell Focus: <school>, and the second level spell from that school. They cost 1 AP each.
- Fourth level abilities require Level 15 Wizard, Archmage IV, Archmage Spell Mastery II <school>, and the third level spell from that school. They cost 1 AP each.
- Fifth level abilities require Level 18 Wizard, Archmage V and the fourth level spell from that school. They cost 1 AP each.
- Wizard Archmage III
- Wizard Archmage IV
- Wizard Archmage V
- Archmage Spell Mastery I: <School>
- Archmage Spell Mastery II: <School>
- Arcane Bolt
- Arcane Blast
- Archmage Spell-Like Abilities:
General Enhancement Changes
-
Pale Master
- Pale Master undead shrouds now are exclusive toggles that last until rest rather than having duration. SP costs to enter the forms have been increased.
- Pale Masters' Necrotic Touch now actually no longer works on players, instead of just claiming not to.
- Damaging spells that heal their target will now bypass saving throws. As such, Pale Masters in undead form should no longer need to attempt saves (for half healing) against helpful negative energy spells.
- Pale Master negative energy damage amplification and spell criticals now fully function.
- Arcane Archer
- Arcane Archer Terror Arrows now mention the Phantasmal Killer On Vorpal effect.
- A Radiant Servant's Turn Undeads should now once again regenerate if they get feebleminded, or their maximum number of turn undeads change by other "indirect" means.
- Radiant Servant
- The Monk Touch of Death enhancement's damage effect is now classified as Negative Energy and possesses a Fortitude Save for half damage.
- Rogue Thief Acrobat I now correctly adds its dexterity bonus damage when sneak attacking while using a quarterstaff.
- Class specific skill enhancements have been replaced with "generalized" class skill enhancements. (i.e. "Rogue Hide I" has been replaced with "Improved Hide I".) All prerequisites for enhancements that previously referred to class specific skill enhancements now refer to these general skill enhancements. Improved