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Kamina
 
PostPosted: Mon, Sep 16 2013, 11:59 AM 

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Joined: 05 Jul 2007
Location: Kent, England.

Lord-Hadeis wrote:
It doesn't show up under clubs in the toolset. Fish and bottles do

They're under the "Chair" item option when making an item.

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bobofwestoregonusa
 
PostPosted: Mon, Sep 16 2013, 15:51 PM 

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That makes me sad, but I suppose that making a WM who specializes in using an adamantite chair would be silly. I'll just have to dual wield fish.

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Lord-Hadeis
 
PostPosted: Mon, Sep 16 2013, 15:56 PM 

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Make it a crazy fish wife


 
      
666WaysToHell
 
PostPosted: Tue, Sep 17 2013, 10:09 AM 

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Can the Cordorian Citizenship Exam be moved into the Cordor subforum. Just seems kind of appropriate that it should be there, instead of the DM event story forum.

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Gobbledygook
 
PostPosted: Wed, Sep 18 2013, 9:17 AM 

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Could someone please explain Ki Damage to me, better than the NWN Wiki does? Why is it that every time I use Ki Damage, it does less damage than when I don't use it? I can't see any difference in using/not using it in general.

Is it broken, or just useless? And if so, can it possibly be changed to something like adding +3 magical damage on use?

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666WaysToHell
 
PostPosted: Wed, Sep 18 2013, 9:42 AM 

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Ki is the energy that is transferred between one object to another upon impact, this is why it is a critical element in training both Weapon Masters and Monks. (Ki strike and Ki-abilities respectively). Both these classes learn to hone that energy to deliver even greater damage through sheer force of impact for Weapon masters, and the sheer force of willpower from monks. That's about the gist of it, I think.

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Gobbledygook
 
PostPosted: Wed, Sep 18 2013, 9:44 AM 

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Ah sorry, I'm only talking about the mechanics of how it works in the game, not the lore behind it! :)

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Remal
 
PostPosted: Wed, Sep 18 2013, 16:08 PM 

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Gobbledygook wrote:
Ah sorry, I'm only talking about the mechanics of how it works in the game, not the lore behind it! :)


It maximizes only base weapon damage, not other bonuses like additional elemental/physical damage from permanent enchantments or damage from flaming weapon. So you can end up dealing less damage with Ki damage because you rolled low on other damage dice sources.

http://nwn.wikia.com/wiki/Ki_Damage

Also, it has issues with Overwhelming critical, and actually nerfs it in most cases:

http://nwn.wikia.com/wiki/Overwhelming_critical

So yeah, it's both broken and useless. But no one's stopping you to develop some abilities that consume it's uses and provide something actually useful. :mrgreen:

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Gobbledygook
 
PostPosted: Wed, Sep 18 2013, 17:10 PM 

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Good idea, but why not fix it for everyone! I'll mention it in another thread. Thanks!

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Aeqvinox
 
PostPosted: Wed, Sep 18 2013, 20:46 PM 

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Does the Beholder's anti magic cone dispel the Shapechange spell?

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Laiquendi Ohtar
 
PostPosted: Wed, Sep 18 2013, 21:01 PM 

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Aeqvinox wrote:
Does the Beholder's anti magic cone dispel the Shapechange spell?


Yes.

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Aeqvinox
 
PostPosted: Wed, Sep 18 2013, 21:07 PM 

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Thanks.

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bobofwestoregonusa
 
PostPosted: Thu, Sep 19 2013, 15:32 PM 

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It doesn't dispel shifter forms, does it?

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Zedrik
 
PostPosted: Thu, Sep 19 2013, 15:52 PM 

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bobofwestoregonusa wrote:
It doesn't dispel shifter forms, does it?


It does not.

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Lucid
 
PostPosted: Thu, Sep 19 2013, 19:06 PM 

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To further the uselessness of WM Ki damage, I offer a Haiku:

Only the first die
of your crits will maximize.
Not worth a quickslot.

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MadrikVale
 
PostPosted: Tue, Sep 24 2013, 16:28 PM 

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I didn't want to make another topic for this so here goes:

I downloaded the headpack. I extracted them all into my Override folder. Still headless! Remind me how to fix this?


 
      
Amarice-Elaraliel
 
PostPosted: Tue, Sep 24 2013, 17:22 PM 

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Did you make sure the extraction did not create a subfolder in the folder?

Also you must start the game new if you had it open while doing it.

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MadrikVale
 
PostPosted: Tue, Sep 24 2013, 18:21 PM 

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*snap* I think that was the issue. I deleted the folders and copied the files into the override. That should do it. Will find out. Thank ya!


 
      
Ramika
 
PostPosted: Wed, Sep 25 2013, 18:42 PM 

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So, random question - If you make a human who is from a specific area (I.E. from the Moonshaes), do you -have- to take the subrace from that area or can you leave it as plain, generic human? And do you have to get it fixed if you didn't take the subrace and have to.

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PaladinOfSune
 
PostPosted: Wed, Sep 25 2013, 18:46 PM 

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It's not a requirement.

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Ramika
 
PostPosted: Wed, Sep 25 2013, 18:49 PM 

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Thanks, Suneh! <3

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Thelongjourney
 
PostPosted: Wed, Sep 25 2013, 22:50 PM 



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Joined: 06 Oct 2012

Hello,

I am currently having a problem with toggling on the 'Backpack' option for my armour appearance. I have looked through all relevant context menus that should be associated with it when I select the craft option from my radial menu. I searched under Neck, Chest, Shoulder, and Robe to no success.

This is the information I hope is pertinent to discovering why I cannot access it:

Race Phenotype: Elf, Subrace: Aasimar
Overrides being used: The only override I am using is the one for ACP (Alternate combat animations)

If there is more information required to help diagnose my problem I will gladly provide it.

Cheers.


 
      
Liz
 
PostPosted: Wed, Sep 25 2013, 23:12 PM 

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The backpack isn't part of any armor appearance, it's a separate piece of equipment. You get a little widget for it that sits in your inventory, and when you use it on yourself a backpack appears on your character's back. I think you can get them in game from a PC leather-crafter?

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Kamina
 
PostPosted: Wed, Sep 25 2013, 23:36 PM 

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Liz wrote:
I think you can get them in game from a PC leather-crafter?

Bingo.

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Aeqvinox
 
PostPosted: Sat, Sep 28 2013, 13:51 PM 

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Bonus spell slot item powers. Do they stack?

Say i have gloves with bonus wizard 7'th, and a perfect mythal. If i add another 7'th, will it replace it, or will both give a bonus slot?

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Naivatkal
 
PostPosted: Sat, Sep 28 2013, 14:28 PM 

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I would assume that it would replace it, just like if you have 1D8 fire on a weapon and you put 1D8 cold on it, it replaces it. But I could be wrong.

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Aeqvinox
 
PostPosted: Sat, Sep 28 2013, 15:23 PM 

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Actually that makes perfect sense... Same as a +5 skill and +5 of the same skill won't stack, or two bonuses to the same saving throw.

However, a 7'th slot, and then a 6'th should work just fine?

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Kamina
 
PostPosted: Sat, Sep 28 2013, 16:14 PM 

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Joined: 05 Jul 2007
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Bonus spells via Mythalling stack.

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"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Aeqvinox
 
PostPosted: Sat, Sep 28 2013, 18:35 PM 

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Yaster Galer wrote:
Bonus spells via Mythalling stack.


In which circumstance?

1. Bonus slots of the same level on a single item?
2. Bonus slots of different levels on a single item?

Cause i know bonus slots of the same level on different items stack.

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Mobile_Svensk
 
PostPosted: Sat, Sep 28 2013, 18:49 PM 

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Aeqvinox wrote:
Yaster Galer wrote:
Bonus spells via Mythalling stack.


In which circumstance?

1. Bonus slots of the same level on a single item?
2. Bonus slots of different levels on a single item?

Cause i know bonus slots of the same level on different items stack.


Quite interested in this myself. If i put two level 7 spellslots on my amulet, would they stack then?

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Terra_777
 
PostPosted: Sat, Sep 28 2013, 19:27 PM 

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MCS will allow you to stack any itemproperty as long as they arent exactly the same. Game engine will still however only use its own stacking mechanics, for example +2 AB and +3 AB on the same item will still only give +3 AB.

There are two exceptions however:

1: Spellslots can be stacked freely, regardless of slot, level, class etc.
2: Bonus Damage cannot be stacked. Its however possible to add damage bonus to items that already have damage bonus VS X (IE: 1d6 holy vs evil).

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Aeqvinox
 
PostPosted: Sat, Sep 28 2013, 19:45 PM 

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So an exception. Yay! Thanks Terra

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Halecta
 
PostPosted: Sat, Sep 28 2013, 21:15 PM 

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If you equip two items that give a bonus level 9 spell slot, you will get a total of 2 bonus level 9 spell slots (they stack)


 
      
Kamina
 
PostPosted: Sat, Sep 28 2013, 21:40 PM 

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Joined: 05 Jul 2007
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Halecta wrote:
If you equip two items that give a bonus level 9 spell slot, you will get a total of 2 bonus level 9 spell slots (they stack)

That's not Aeqvinox's question. They asked if, via the MCS they can stack on the same item, and they can.

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Emerald Dawn
 
PostPosted: Sat, Oct 05 2013, 6:40 AM 

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On forgotten realms wiki it says Drow are anywhere from 5'4-6'0 in height averages. Would it be okay to make my char 6'2? If those are averages i'm assuming there would be rare instances that a drow could in fact be a little taller?

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666WaysToHell
 
PostPosted: Sat, Oct 05 2013, 6:43 AM 

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No one bothers following the height chart anyway. Go right ahead!

Incase you're one of the very few who do, we use this height chart as a reference

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Last edited by 666WaysToHell on Sat, Oct 05 2013, 14:53 PM, edited 1 time in total.

 
      
Remal
 
PostPosted: Sat, Oct 05 2013, 11:48 AM 

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90% of Amia adventuring population (that ain't small races) are 6-7 feet and taller, from what I could observe by reading bios. So no problem there. :mrgreen:

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Rigela
 
PostPosted: Sat, Oct 05 2013, 12:02 PM 

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Drow are small elves, really. a six foot drow would be a giant!

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slkNihilus
 
PostPosted: Sat, Oct 05 2013, 12:18 PM 

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Drow are actually nowhere near the 5'4" - 6' range. More between 4'5" and 5'7" range, with males being slightly smaller than females.


 
      
Naivatkal
 
PostPosted: Sat, Oct 05 2013, 14:24 PM 

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Zrae is like 5'7 or 5'9. She's a tall, imposing bitch. :twisted:

Also, according to the FR player's guide drow are 5'4-6'

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Mobile_Svensk
 
PostPosted: Sat, Oct 05 2013, 14:25 PM 

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From left to right: a human, sun elf, wood elf, moon elf, drow, and wild elf. Only the wood elf and wild elf are “true" elves.”


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Drow are small. Very small.

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666WaysToHell
 
PostPosted: Sat, Oct 05 2013, 15:03 PM 

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4'7" - 5'5" is the height range.

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Naivatkal
 
PostPosted: Sat, Oct 05 2013, 15:06 PM 

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666WaysToHell wrote:
4'7" - 5'5" is the height range.

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
666WaysToHell
 
PostPosted: Sat, Oct 05 2013, 15:11 PM 

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The source is the link I posted exactly 6 posts ago, silly. :P

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Rigela
 
PostPosted: Sat, Oct 05 2013, 15:11 PM 

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He already posted it Naivy.

From our own information on it though...

Quote:
Drow, Male. 4'5" +2d6 85lb x(1d6)lb
Drow, Female. 4'5" +2d6 80lb x(1d6)lb

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Naivatkal
 
PostPosted: Sat, Oct 05 2013, 15:18 PM 

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But ... 4'7" - 5'5" is not valid according to the height chart linked. It starts at 4'5 for drow and you roll 2d6 which should be a max of a foot, making it 4'7 - 5'7.

That doesn't change the fact that according to the player's guide drow are 5'4 - 6' though :p

Where did our chart even come from?

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
666WaysToHell
 
PostPosted: Sat, Oct 05 2013, 15:23 PM 

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Naivatkal wrote:
But ... 4'7" - 5'5" is not valid according to the height chart linked. It starts at 4'5 for drow and you roll 2d6 which should be a max of a foot, making it 4'7 - 5'7.

That doesn't change the fact that according to the player's guide drow are 5'4 - 6' though :p

Where did our chart even come from?


The base is 4'5"

Adding the lowest roll (2) making it 4'7"
Adding the highest roll (12) making it 5'5"

4'5"
4'6"
4'7" <2!
4'8"
4'9"
4'10"
4'11"
5'0"
5'1"
5'2"
5'3"
5'4"
5'5" <12!

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slkNihilus
 
PostPosted: Sat, Oct 05 2013, 15:29 PM 

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Player's Handbook is where it came from. It's the height for elves. Drow are a subrace of elves and, if anything, technically should be shorter than regular elves.


 
      
Rigela
 
PostPosted: Sat, Oct 05 2013, 15:31 PM 

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Naivy, that's 4ed! Our chart comes from the 3.5 ed player handbook. (which lists drow as being shorter, too) Go look it up correctly and stop being wrong :P

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666WaysToHell
 
PostPosted: Sat, Oct 05 2013, 15:35 PM 

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Yeah, Naivy! Stop being wrong, Naivy!

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