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Items additions and changes (Bonds of Blood)

From NWNWiki

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

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
Items: treasure, properties, teleportation
Info: hints and tips

Most items that have light on it or a glowing effect get a -4 hide penalty.

Helmets get a -4 listen and -4 spot penalty.

Sickles, flails, whips, and halberds give the knockdown (trip in D&D 3.5) feat for free if equipped.

Contents

[edit] Special Item Properties

Alchemist Fire now does 1d6 radius damage and an extra 1d6 fire damage to the original target. If added to an item it adds 1d4 fire damage.

Bane Weapons - these items have +1 or +2 more enhancement versus a certain race. So a +3 sword could have a +5 property versus dragons.

Chaos, Law, Holy, and Unholy swords do divine damage to the opposing alignment. Negative damage could not be used because there are too many immunity spells to negative damage.

Darts now provide many new on-hit effects like deafening, stun, etc.

Holy Avenger now does positive damage.

Poison potions add temporary poison damage to bladed weapons.

[edit] Charged and Single Use Items

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 check. This is a D&D 3.5 rule and it also keeps players true to their classes and schools of magic.

[edit] Mage Staves

Staffs have a DC of 30 + 1 per 10,000gp in value.

Staffs are most versatile weapon in D&D, therefore they are allowed to possess most properties.

Staffs may have ability points like intelligence to raise the caster’s DC.

Staffs can have every spell from level 0 to level 9.

[edit] Potions

Potions are allowed to have any spell up to level 3 that can only be used on the activator.

Potions have a maximum caster level of 5. This will affect what bonus may be provided from a potion and the duration of the spell.

[edit] Scrolls

Scrolls can be used if the player has the spell prepared at least one time. If the spell is not prepared and doesn’t require a certain class to use it then the next step is to do a Spellcraft check of 25 + spell level. If that fails then the user will make a Use Magic Device skill check of 25 + spell level of the scroll. If all checks fail then the scroll is lost, the spell fails, and there is a chance that the spell may back fire on the caster. For example, if a rogue tries to use a level 9 scroll, then he must roll a 34 Use Magic Device check to successfully use the scroll.

[edit] Wands

Wands are allowed to have any spell up to level 4.

Wands and rods work the same way but have a Spellcraft/Use Magic Device skill check of 20. Also DO NOT USE YOUR WAND OR ROD IF IT HAS ONE SPELL USE LEFT OR THE WAND WILL BE DELETED.

[edit] Traps

All 40+ traps in Neverwinter 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.

[edit] Acid Blob

Does acid damage and paralyzes (reflex negates).

[edit] Acid Splash

Does acid damage (reflex for half) only.

[edit] Frost

Does cold damage and paralyzes (fort negates).

[edit] Fire

Does fire damage (reflex half) in a small radius.

[edit] Electrical

Does electrical damage (reflex half) and hits a few targets within range.

[edit] Holy

Does divine damage and double damage to undead.

[edit] Negative

Does negative damage and reduces the target’s strength.

[edit] Sonic

Does sonic damage in a medium radius and stuns (will negates).

[edit] Spike

Does piercing damage (reflex for half).