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v0.91.69 Patch Notes - Minotaur, New Adventure Preview #6

New Player Race: Minotaur

[h3]With the body of a powerfully built man and a bulls head, a minotaur stands more than 7 feet tall and weighs about 700 pounds.[/h3]

Nothing holds a grudge like a minotaur. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls.

Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet.



[h3]Racial Traits:[/h3]
+8 Str, +4 Con, -4 Int, -2 Cha: Minotaurs are very strong and hardy, but they are born from curses, have a twisted mind, and are extremely vindictive.

Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice.

Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.

Armor: +5 natural armor bonus.

Natural Weapons: Gore (1d8).

Weapon Proficiency: Proficient with the greataxe and all simple weapons.

Special Qualities: Powerful Charge, Natural Cunning, Scent.

Level Adjustment: +2. Powerful races with racial Hit Dice are more special.


[h3]Powerful Charge[/h3]
A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play.

Add additional twice gore damage to the first charge of each battle.

[h3]Natural Cunning[/h3]
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability.

This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies.

Further, they are never caught flat-footed.


[h3]Adjusted arena privilege costs and glory points/reputation loot:[/h3]
Major privilege costs reduced to 50%
Minor privilege costs reduced to 25%
Misc. privilege costs reduced to 50%
Increased glory points/reputation loot for easy/normal/hard/boss encounters: 25%/50%/75%/100% -> 50%/80%/100%/150
Encounter level no longer affects above loot rates


[h3]Others:[/h3]
Added 10 Minotaur character avatars
Optimized some character avatars
Some elite/solo monsters appear at higher levels
Fixed: attack with a reach weapon from 2 squares away is not considered charge
Fixed: rhinoceros/triceratops' Powerful Charge tip bug


New Adventure Mode Dev Preview #6:


[h3]Non-Adventurers[/h3]
Beyond adventurers, who are similar to player characters, numerous non-adventurer folk populate the game as significant components of the world, forming various social strata. They range from affluent officials and nobles, destitute refugees and beggars, to a large number of practitioners from all walks of life.



Regarding demographic distribution, large cities own aristocrats, alchemists, librarians and other prominent intellectuals, patrolling guards and traveling merchants outside the towns, while in villages live farmers, blacksmiths, and the like. Even in the wild, you can meet woodcutters, miners or hunters and other workers who are working outside.

These non-adventurers interact with adventurers through diverse means, ranging from trading to offering services or seeking assistance of adventurers.



In human-dominated communities, non-adventurers of other races are not rare. However, the jobs they engage in usually align with their peculiar racial traits and traditions. For instance, while the presence of few dwarf blacksmiths or miners in a human town wouldn't be surprising, the sight of an elf lumberjack would really go viral as a joke.



Non-adventurers typically hail from core races. Other individuals of subraces and uncommon races are relatively scarce in number and predominantly exist as adventurers.



[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, and its predecessor works: player races (Centaur), feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.68 Patch Notes - More Feats, New Adventure Preview #5

New Feats:


[h3]Damage Reduction[/h3]
You can shrug off some damage from attacks.

You gain damage reduction 3/–.

This feat does not stack with similar abilities granted by magic items or nonpermanent magical effects.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Improved Spell Resistance[/h3]
Your innate resistance to magical effects increases.

Your spell resistance increases by +2.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Improved Whirlwind Attack[/h3]
You become a blurry whirlwind of attacks, striking out at all enemies near your position.

As a standard action, you can make one melee attack for every five points of your base attack bonus (including your epic attack bonus). You can’t attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of your next turn) suffer a –4 penalty.
[h3]
Storm of Throws[/h3]
You become a flurry of thrown weapons, targeting all nearby opponents.

As a full-round action, you may throw a magic light weapon at your full base attack bonus at each opponent within 30 feet.


[h2]Bard Exclusive:[/h2]

[h3]Ranged Inspiration[/h3]
You can use your bardic music at a greater range than normal.

Double the range of any bardic music ability that has a range.

Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

[h2]
Assassin Exclusive:[/h2]

[h3]Improved Death Attack[/h3]
Add +2 to the DC of your death attack.

Special: You can gain this feat multiple times. Its effects stack.


[h3]Others:[/h3]
Fixed: AI stuck when grappling and prone
Fixed: AI sometimes can AO when grappling
Fixed: Improved Grab sometimes not triggered
Updated French text (by Soifran)


New Adventure Mode Dev Preview #5:


[h3]More Dungeon Tiles[/h3]
We designed as many tiles as possible to give more variety and interest to dungeons, the most important type of adventure locations.



[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, and its predecessor works: player races (Minotaur, Centaur), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.67 Patch Notes - Assassin, New Adventure Preview #4

New Prestige Class: Assassin

[h3]A remorseless murderer who kills for money and the sheer thrill of death-dealing.[/h3]

A mercenary undertaking his task with cold, professional detachment, the assassin is equally adept at espionage, bounty hunting, and terrorism. At his core, an assassin is an artisan, and his medium is death. Trained in a variety of killing techniques, assassins are among the most feared classes.

The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.

Base Classes: Most rogues, monks, and bards who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. Fighters, ex-paladins, rangers, druids, and barbarians operate as warrior assassins, with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity. While nearly any class is capable of becoming an assassin, rogues suit the part more than any other, from both an ability viewpoint and an ideological one. Though they make excellent allies during combat, assassins excel in more clandestine situations, and the best assassins are the ones the victims never knew existed.

Role: Assassins tend to be loners by nature, seeing companions as liabilities at best. Sometimes an assassins missions put him in the company of adventurers for long stretches at a time, but few people are comfortable trusting a professional assassin to watch their backs in a fight, and are more likely to let the emotionless killer scout ahead or help prepare ambushes.

Alignment: Due to its necessary selfishness and callous indifference toward taking lives, the assassin class attracts those with evil alignments more than any others. Because the profession requires a degree of self-discipline, chaotic characters are ill suited to becoming these shadowy killers. Neutral characters sometimes become assassins, frequently thinking of themselves as simple professionals performing a job, yet the nature of their duties inevitably pushes them toward an evil alignment.

Non-adventurers: Assassins work in guilds or secret societies found hidden in cities or based in remote fortresses in the wilderness. Sometimes they serve more powerful evil characters singly or in a group. Occasionally an assassin works alone, but only the most capable are willing to operate without any sort of support or backup.


[h3]Prerequisites:[/h3]
Alignment: Evil.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special: Kill someone for no other reason than to join the assassins.


[h3]Class Features:[/h3]
Level Limit: 10.
Hit Dice: d6.
Base Attack Bonus: Average.
Good Saves: Reflex.
Key Abilities: Dexterity, Strength, Constitution.

Class Skills: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope.

Labor of Love

Welcome adventurers to nominate us to compete for the Labor of Love award!

v0.91.66 Patch Notes - Lizard Scion, Feats, New Adventure Preview #3



New Player Race: Lizard Scion


Every few generations, a lizard scion is born to a lizardfolk tribe. With twice the life span of a typical lizardfolk and a large and muscular stature, a scion typically rises to become the leader of her tribe.

Lizardfolk show great—often unquestioning—devotion to scions, believing they are blessings from the spirits and divine in nature. In many ways, tribes see them as living monuments to the lost greatness of their people, singing songs of an era when every lizardfolk was as large and impressive as the scion.

Some lizard scions become great protectors and voices of wisdom among their people, leading a tribe to previously unknown accomplishments and stability within its hidden enclave. Others attempt to build alliances with other lizardfolk tribes or even unite two tribes into one.


[h3]Racial Traits:[/h3]

As living monuments to the lost greatness of their people, lizard scions has all racial traits of lizardfolk, with some exceptions.

+4 Str, +2 Dex, +4 Con, +2 Wis, +2 Cha, -2 Int: Compared with typical lizardfolk, lizard scions are stronger and tougher, as well as flexible and wise, with leadership qualities.

Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice.

Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Balance, Jump, and Swim. Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.

Racial Feats: A lizardfolk’s humanoid levels give it one feat.

Weapon and Armor Proficiency: Proficient with simple weapons and shields.

Armor: +8 natural armor bonus.

Natural Weapons: 2 claws (1d6) and bite (1d8).

Lizardfolk Blood (Ex): A lizard scion counts as a lizardfolk for all effects related to race.

Level Adjustment: +3. Powerful races with racial Hit Dice are more special.



New Epic Feats:


[h3]Armor Skin[/h3]
Your skin becomes like armor.

You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 2.

This feat does not stack with similar abilities granted by magic items or nonpermanent magical effects.

Special: You can gain this feat multiple times. Its effects stack.

[h3]Penetrate Damage Reduction[/h3]
You can bypass a creature’s damage reduction.

Select a special material, your melee attacks can bypass a creature’s damage reduction as if your weapon was crafted from that material.

Your melee weapons (including natural weapons) are treated as being crafted from the chosen special material for purposes of bypassing the damage reduction of any creature you strike.

None of the other special properties of special materials are gained by your melee weapons.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different special material. Your melee attacks are treated as being crafted of all chosen materials for purposes of bypassing damage reduction.

[h3]Combat Archery[/h3]
You can fire a bow in melee safely.

You do not incur any attacks of opportunity for firing a bow when threatened.


[h2]Rogue Exclusive:[/h2]

[h3]Self-Concealment[/h3]
When in combat, your form becomes blurry and indistinct, making it difficult to land a blow against you.

Attacks against you have a 10% miss chance, similar to the effect of concealment. You lose this benefit whenever you would lose your Dexterity bonus to AC.


[h2]Paladin Exclusive:[/h2]

[h3]Great Smiting[/h3]
Your smite attacks are much more powerful than normal.

Whenever you make a successful smite attack, add twice the appropriate level to damage (rather than just your level).

Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.


[h2]Dwarven Defender Exclusive:[/h2]

[h3]Bulwark of Defense[/h3]
Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.



[h3]Reduced wins of some achievements:[/h3]
Champion of the Arena: Beaten 100 new challenges -> 50
God of the Arena: Beaten 500 new challenges -> 100
TRUE.Champion of the Arena: Continuously beaten 100 new challenges without any defeat -> 20
TRUE.God of the Arena: Continuously beaten 500 new challenges without any defeat -> 50


[h3]Others:[/h3]
Can disable natural weapons
Can disable portable light source (hooded lantern)
Instant death is not affected by difficulty damage scaling
Fixed: Favored Enemy damage bonus wrongly applies to spells, now only applies to weapon damage rolls
Fixed: level up non-ranger class may increase Favored Enemy bonus
Fixed: Drow Noble's Divine Favor and Shield of Faith are not improved with character level
Fixed: portable light source of player race Troll and Ogre may not work


New Adventure Mode Dev Preview #3:


[h3]Artisan Camps[/h3]
Settlements such as villages and cities usually have one or more artisan camps nearby. These camps are workplaces and temporary residences for artisans such as woodcutters, miners, hunters, and tanners, while farms are workplaces for other commoners such as farmers, herders, and herbalists.

Adventurers can trade with these NPCs or hire them to produce specific resources, or even rent these workplaces for use by skill specialists in their party.



[h3]Metropolises[/h3]
Metropolises are larger than normal cities and have professions and specialists from all walks of life, including apothecaries, brewers, merchants, barristers, architects, librarians, and more.



[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, and its predecessor works: more prestige classes (Assassin), player races (Minotaur, Centaur), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).