diff --git a/CEP2/2.69/_hak/prc8_cep269_mrg/baseitems.2da b/CEP2/2.69/_hak/prc8_cep269_mrg/baseitems.2da index 9bc4953..3672666 100644 --- a/CEP2/2.69/_hak/prc8_cep269_mrg/baseitems.2da +++ b/CEP2/2.69/_hak/prc8_cep269_mrg/baseitems.2da @@ -59,7 +59,7 @@ 55 1549 scythe 2 4 0x1C030 1 2 WPlSc 0 1 1 1 it_bag iwplsc 0 4 4 3 **** 1.5 10 255 2 4 1 4 1 18 1 2 2290 9 8 0 0 1 **** **** **** **** **** 4 0 0 5425 0 1 120 17 **** **** **** 100 100 0 99 1 121 650 159 688 83 740 526 938 **** **** 56 1550 largeshield 2 3 0x00020 0 0 AShLw 0 1 1 1 it_bag iashlw 0 7 0 **** **** **** 10 255 **** **** **** **** 3 20 1 1 2286 30 8 0 6 0 32 **** **** **** **** 3 2 -2 5458 0 1 150 **** **** **** 15 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** **** 57 1551 towershield 2 4 0x00020 0 0 AShTo 0 1 1 1 it_bag iashto 0 7 0 **** **** **** 10 255 **** **** **** **** 3 30 1 1 1717 6 8 0 6 0 32 **** **** **** **** 3 3 -10 5459 0 1 450 **** **** **** 50 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** **** -58 1552 shortspear 1 4 0x1C030 1 2 WPlSs 0 1 1 1 it_bag iwplss 0 **** 1 3 **** 1.4 10 255 1 6 1 2 1 1 1 2 1672 15 8 0 0 1 **** **** **** **** **** 4 0 0 5401 0 1 30 17 **** **** **** 35 35 65 76 1 97 627 135 665 59 717 503 924 **** **** +58 16823549 shortspear 1 4 0x1C030 1 2 WPlSs 0 1 1 1 it_bag iwplss 0 **** 1 2 **** 1.4 10 255 1 6 1 2 1 1 1 2 16823550 15 8 0 0 1 **** **** **** **** **** 4 0 0 16823551 0 1 30 17 **** **** **** 35 35 65 76 1 97 627 135 665 59 717 503 924 **** **** 59 1553 shuriken 1 1 0x00010 0 0 WThSh 0 1 **** **** it_bag iwthsh 0 11 1 1 59 30 0 255 1 3 1 2 7 1 50 0.01 1705 7 8 0 2 1 **** **** **** **** **** **** 0 0 5398 0 1 0 7 5 **** **** **** **** **** 0 50 120 649 158 687 82 739 525 **** 1 **** 60 1554 sickle 2 2 0x1C030 0 2 WSpSc 0 1 1 1 it_bag iwspsc 0 **** 3 2 **** 1.1 10 255 1 6 1 2 1 6 1 2 1669 8 8 0 0 1 **** **** **** **** **** 4 0 0 5400 0 1 30 18 **** **** **** 100 100 0 22 1 98 628 136 666 60 718 504 879 **** 2 61 1555 sling 1 2 0x00030 0 0 WBwSl 0 **** **** **** it_bag iwbwsl 0 10 2 2 27 30 0 255 1 4 1 2 2 1 1 2 1677 3 8 0 1 1 **** **** **** **** **** 4 0 0 5405 0 1 1 6 3 **** **** **** **** **** 10 1 99 629 137 667 61 719 505 **** **** **** diff --git a/CEP2/2.69/_hak/prc8_cep269_mrg/phenotype.2da b/CEP2/2.69/_hak/prc8_cep269_mrg/phenotype.2da index fd0550f..bb144f4 100644 --- a/CEP2/2.69/_hak/prc8_cep269_mrg/phenotype.2da +++ b/CEP2/2.69/_hak/prc8_cep269_mrg/phenotype.2da @@ -16,13 +16,13 @@ 12 Nightmare 16815212 17 13 Aurenthil 16815213 17 14 Br_Pony 16815214 0 -15 Kensai 16797617 0 -16 Assassin 16797618 0 -17 Heavy 16797619 0 -18 Fencing 16797620 0 -19 Arcane 16797622 0 -20 Demonblade 16797623 0 -21 Warrior 16797624 0 +15 **** **** 0 +16 **** **** 0 +17 **** **** 0 +18 **** **** 0 +19 **** **** 0 +20 **** **** 0 +21 **** **** 0 22 Lt_Pony 16815215 14 23 Flying 16815205 0 24 Br_Horse 16815207 0 @@ -31,10 +31,10 @@ 27 L_BrHorse 16815227 2 28 L_SPony 16815228 34 29 CEP **** **** -30 MA_TigerFang 16797625 0 -31 MA_SunFist 16797626 0 -32 MA_DragonPalm 16797627 0 -33 MA_BearClaw 16797628 0 +30 **** **** 0 +31 **** **** 0 +32 **** **** 0 +33 **** **** 0 34 L_BrPony 16815234 2 35 L_LtPony 16815235 34 36 L_WHorse 16815230 27 @@ -42,3 +42,22 @@ 38 L_Nightmare 16815232 27 39 L_Aurenthil 16815233 27 40 Social 4750 0 +41 **** **** 0 +42 **** **** 0 +43 **** **** 0 +44 **** **** 0 +45 **** **** 0 +46 **** **** 0 +47 **** **** 0 +48 **** **** 0 +49 Kensai 16835917 0 +50 Assassin 16835918 0 +51 Heavy 16835919 0 +52 Fencing 16835920 0 +53 Arcane 16835922 0 +54 Demonblade 16835923 0 +55 Warrior 16835924 0 +56 MA_TigerFang 16835925 0 +57 MA_SunFist 16835926 0 +58 MA_DragonPalm 16835927 0 +59 MA_BearClaw 16835928 0 diff --git a/CEP2/2.69/_tlk/prc8_cep269_mrg.xml b/CEP2/2.69/_tlk/prc8_cep269_mrg.xml index e6b0c10..08cc149 100644 --- a/CEP2/2.69/_tlk/prc8_cep269_mrg.xml +++ b/CEP2/2.69/_tlk/prc8_cep269_mrg.xml @@ -2,7 +2,7 @@ Bad Strref - PRC Version Counter: 05 + PRC8 Version Counter: 07 Ocular Adept Ocular Adepts ocular adepts @@ -4771,9 +4771,151 @@ Its muscles grow and become more defined, it starts to move with greater alacrit The subject improves in all ways. It gains a +4 enhancement bonus to each of its ability scores. -Material Component: A statuette of a celestial or fiend worth 50 gp. +Material Component: A statuette of a celestial or fiend worth 50 gp. Chasing Perfection (12) Chasing Perfection (16) + Regenerate Light Wounds + Conjuration (Healing) +Level: Cleric 1, Druid 1, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the +first spell's duration by the full duration of the second spell. + Regenerate Light Wounds (3) + Regenerate Light Wounds (6) + Regenerate Light Wounds (9) + Regenerate Moderate Wounds + Conjuration (Healing) +Level: Cleric 2, Druid 2, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 2 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Regenerate moderate wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the +first spell's duration by the full duration of the second spell. + Regenerate Moderate Wounds (3) + Regenerate Moderate Wounds (6) + Regenerate Moderate Wounds (9) + Regenerate Serious Wounds + Conjuration (Healing) +Level: Cleric 3, Druid 3, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 3 hit points per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Regenerate serious wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the +first spell's duration by the full duration of the second spell. + Regenerate Serious Wounds (5) + Regenerate Serious Wounds (10) + Regenerate Serious Wounds (15) + Regenerate Critical Wounds + Conjuration (Healing) +Level: Cleric 4, Druid 4, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 rounds + 1 round/level +Saving Throw: Will negates (harmless) +Spell Resistance: Yes (harmless) + +With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duration of the spell. This healing applies only to damage sustained during the spell's duration, not to that from previous injuries. The subject heals 4 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. + +Regenerate critical wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple regenerate spells do not stack, only the highest-level effect applies. Applying a second regenerate spell of equal level extends the +first spell's duration by the full duration of the second spell. + Regenerate Critical Wounds (7) + Regenerate Critical Wounds (12) + Regenerate Critical Wounds (15) + Speed of the Wind + Transmutation +Level: Druid 2, +Components: V, S, +Casting Time: 1 action +Range: Touch +Target: Living creature touched +Duration: 10 minutes/level +Saving Throw: Will negates +Spell Resistance: Yes + +With this spell, you can grant the ephemeral quickness of a sudden breeze. The subject gains a +4 enhancement bonus to Dexterity and a -2 enhancement penalty to Constitution. + Speed of the Wind (7) + Speed of the Wind (12) + Speed of the Wind (15) + Spirit Worm + Necromancy +Level: Sorcerer 1, Wizard 1, +Components: V, S, M, +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 1 round/level, up to 5 rounds; see text +Saving Throw: Fortitude negates; see text +Spell Resistance: Yes + +You press the bit of blackened bone against your foe and intone the spell. The bone vanishes, leaving a mottled bruise where it touched. You create a lingering decay in the spirit and body of the target. If the target fails its saving throw, it takes 1 point of Constitution damage each round while the spell lasts (maximum 5 points). The victim can attempt a Fortitude saving throw each round, and success negates the Constitution damage for that round and ends the spell. + +Material Component: A piece of fire-blackened ivory or bone carved in the shape of a segmented worm. + Spirit Worm (5) + Spiritual Weapon + Evocation [Force] +Level: Cleric 2, Knight of the Chalice 2, War 2 +Components: V, S, DF, +Casting Time: 1 standard action +Range: Medium (100 ft. + 10 ft./level) +Effect: Magic weapon of force +Duration: 1 round/level (D) +Saving Throw: None +Spell Resistance: Yes + +A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. + +Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action. + +A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object). + +If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. + Spiritual Weapon (5) + Spiritual Weapon (10) + Spiritual Weapon (15) + Tortoise Shell + Transmutation +Level: Druid 6, +Components: V, S, DF, +Casting Time: 1 standard action +Range: Touch +Target: Living creature touched +Duration: 10 minutes/level +Saving Throw: None +Spell Resistance: Yes (harmless) + +In the blink of an eye, the creature you touched grows the armor plating of a tortoise across its torso and a tough, leathery skin elsewhere. Tortoise shell grants a +6 enhancement bonus to the subject's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th level. + +The enhancement bonus provided by tortoise shell stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor of +0, much as a character wearing only normal clothing has an armor bonus of +0. + +Tortoise shell slows a creature's movement as if it were wearing heavy armor. An elf subject to tortoise shell, for example, would have a speed of 20 feet and could run only 60 feet per round. The spell affects only a creature's speed; tortoise shell doesn't carry an armor check penalty or an arcane spell failure chance. + Tortoise Shell (12) + Tortoise Shell (15) + Tortoise Shell (18) 62 63 64 @@ -4960,7 +5102,7 @@ Feats Required: Exotic Forest Masters forest master (PRESTIGE CLASS) -Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature. They walk the shadows under the woods and destroy those who would lay waste to the wild lands. Where druids hold all aspects of nature dear wind and weather, animal and plant, meadows and mountains the forest masters consider the forests more ancient than the coming of animals or humans the most sacred spots of the world. Druids most often become forest masters, but it is not unheard of for rangers or clerics to leave their kinships behind and follow this path. +Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature. They walk the shadows under the woods and destroy those who would lay waste to the wild lands. Where druids hold all aspects of nature; wind and weather, animal and plant, meadows and mountains— the forest masters consider the forests more ancient than the coming of animals or humans the most sacred spots of the world. Druids most often become forest masters, but it is not unheard of for rangers or clerics of nature deities to leave their kinships behind and follow this path. A few multiclassed barbarians become forest masters, although they rarely have the dedication to the plant aspect of nature to embrace this worldview. Forest masters often work alone, but are more than capable of working as part of a group. Many times adventurers have spoken with what they thought was a young, small treant, when they were actually speaking with a very powerful forest master. There are no rivalries between groups of forest masters, although individuals may disagree on methods of enacting the will of the Treefather. @@ -5038,9 +5180,9 @@ Level ++++++++++ ACP Styles ++++++++++ Kensai Assassin - Heavy + Barbarian Fencing - Katar/Claws + *INVALID* Arcane Demon Blade Warrior @@ -23780,26 +23922,23 @@ The HD of the demon summoned increases to 10 HD at level 9, 15 HD at level 15, 2 Prerequisite: Healer level 4 A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a Remove Disease spell. At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level. - Kensai - Assassin - Heavy - Fencing - Varied Fighting Styles - Type of Feat: Special -Prerequisite: Level 1. -Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds). -Use: Selected. - Fighting Style: Kensai - You know how to wield your weapons like a Kensai. - Fighting Style: Assassin - You know how to stab your opponents carefully, like an assassin. - Fighting Style: Heavy - You know how to hit hard with big weaponry. - Fighting Style: Fencing - You know how to goad your opponents on with your fencing style. - Fighting Style: Normal (Reset) - This is the general way most people learn to fight. - <CUSTOM0> changes his stance. + **** + **** + **** + **** + **** + **** + **** + **** + **** + **** + **** + **** + **** + **** + **** + **** + **** Maester Maesters maester @@ -59523,6 +59662,55 @@ Prerequisite: Shifter You can "shift" and assume aspects of your ancestral heritage. While shifting, a winterhide shifter gains a +2 bonus to Constitution, a +1 natural armor bonus to AC, and resistance to cold 5. In addition, a winterhide shifter has a +2 racial bonus on Fortitude saving throws to resist the environmental effects of extreme cold. Use: Automatic. + ##ACP Styles 4.0 Reserve## + + + Kensai + Assassin + Barbarian + Fencing + INVALID + Arcane + Demon Blade + Warrior + Tiger Fang + Sun Fist + Dragon Palm + Bear's Claw + + Quick Combat Styles + Heavy Combat Styles + Unarmed Combat Styles + + Type of Feat: Special +Prerequisite: Level 1. +Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds). + Combat Style: Kensai + You move & flow like water, your weapons an extension of your form. + Combat Style: Assassin + This combat style lends itself to ambushes & rapid attacks. + Combat Style: Barbarian + You excel at heavy, brutal attacks with the largest weapons. + Combat Style: Fencing + This combat style lends itself to fients & graceful ripostes. + Combat Style: Arcane + Let your mind do the fighting with this telekinesis based combat style. + Combat Style: Demon Blade + You fight like a man possessed. + + Combat Style: Warrior + This sword & shield combat style is heavy on blocking & counters. + Combat Style: Tiger Fang + Adopt the Tiger Fang martial arts combat style. + Combat Style: Sun Fist + Adopt the Sun Fist martial arts combat style. + Combat Style: Dragon Palm + Adopt the Dragon Palm martial arts combat style. + Combat Style: Bear's Claw + Adopt the Bear's Claw martial arts combat style. + Combat Style: Default + Revert to the default combat style. + <CUSTOM0> changes his stance. Spiretop Dragon Spiretop Dragon spiretop dragon @@ -79935,7 +80123,23 @@ When within your own black labyrinth, you are immune to the last two effects (mo War mind Teleport - Party within 10ft War mind Tower of Iron Will War mind True Seeing, Psionic - ####END_OF_PSI_SPELLBOOK_RESERVE + ####END_OF_PSI_SPELLBOOK_RESERVE + ###PRC8 Loadscreen Hint Reserve 74800-75000-### + + LETO does not support the PRC8 + Due to Bioware limitations, non-Bioware spontaneous casters do not use the normal spellbook. Those spells can be found in your class radial. + Due to Bioware limitations, only your highest level Arcane or Divine class can receive new Arcane or Divine spells at level up. + Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip & Oversized Two-Weapon fighting to work properly. Combat isn't affected. + De-leveling isn't supported by the PRC8 & can in fact break your character. + + Casting an Exalted or Vile spell causes ability damage. + Enable & disable optional game features with the PRC Options radial. + Knockdown, Called Shot, Taunt & Parry are not valid 3e D&D feats or skills & have been disabled in the PRC8. + + As in Neverwinter Nights 2, Arcane & Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class. + Some prestige classes can advance invoking or shadowcasting instead of spellcasting. + Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons & Dragons. This is reflected in the PRC8. + Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons & Dragons. This is reflected in the PRC8. Favored Mystery - Black Labyrinth Holy Warrior Type of Feat: Reserve