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Items additions and changes (Bonds of Blood)

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Bonds of Blood
D&D 3.5 online server chapter 2
20ubltx
Bannerman's map of Termes
CarcerianAdded by Carcerian

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

Several items have been created for the Bonds of Blood server, and some types of items have special restrictions.

Changes Edit

The following item properties have been adjusted wherever they were found to produce results different than standard.

Alchemist's fire 
Alchemist's fire now does 1d6 splash damage (instead of 1). If used on an item, it adds only 1d4 fire damage (instead of 1d4 + 1).
Holy avenger 
Holy avengers have been changed to inflict positive energy damage (instead of divine damage).
Light 
Most items that give off light or have a glowing effect produce a -4 hide penalty. (This is in addition to the hardcoded -10 penalty for having a light while trying to hide at night.)
Poison 
Poison potions add temporary poison damage to bladed weapons (not piercing weapons, nor bullets).

Items of the following types have been given additional properties.

Darts 
Darts now provide many on-hit effects like deafening, etc.
Helmets 
Helmets give -4 listen and -4 spot penalties.
"Trip weapons" 
Sickles, flails, whips, and halberds give the knockdown feat for free if equipped (since they give the ability to "trip" in D&D 3.5).

Some special items have been implemented for the server.

Alignment swords 
Chaos, law, holy, and unholy swords do divine damage to the opposing alignment. (The damage would have been negative energy damage, but there are many spells granting immunity to negative damage.)
Bane weapons 
Bane weapons are weapons that grant a higher (+1 or +2) enhancement bonus versus a certain race. (So a +3 sword that is a bane for dragons would have a +4 or +5 enhancement bonus versus dragons.)

Spells from items Edit

Magic items that cast spells can only be used if the player has that spell prepared at least once or he makes a successful use magic device (UMD) check. This is an adaptation of a D&D 3.5 rule, and it also keeps players true to their classes and schools of magic. (The D&D rules only require either that the spell could be prepared by the character or that the spell be in the spell list for one of the character's classes, depending on the type of item.)

Mage staves
Staves are the most versatile magic weapon in D&D, allowed to possess most properties. Staves can have every spell from level 0 to 9, and they may have ability scores, like intelligence, to raise the spell's DC. The DC of the UMD check for staves is 30 + 1 per 10,000gp in value.
Potions
Potions are allowed to have any spell up to level 3 that can only be used on the activator. They have a maximum caster level of 5. The DC of the UMD check for potions is not documented.
Scrolls
Scrolls can be used if the player has the spell prepared at least one time. If the spell is not prepared and the scroll is not restricted to a certain class, then a spellcraft check with a DC of 25 + spell level is performed. If that fails, then the server's use magic device check is made with the same DC. If all checks fail then the scroll is lost, the spell fails, and there is a chance that the spell may backfire on the caster.
Wands and rods
Wands are allowed to have any spell up to level 4. Wands and rods follow the same procedure as scrolls, but the DCs of the skill checks are only 20.

Traps Edit

All 40+ traps in Neverwinter Nights have been modified to D&D 3.5 specification. This includes increase to damage, increase in resistance DC, and some new effects to some trap types.

Traps now go up to CR 40.

Fire
Uses a small radius regardless of trap strength (no medium radius).
Holy
Does only double damage to undead.
Negative
Reduces strength regardless of trap strength (no level drain).
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