NS4 Change Log
Pure Class Paladin bonuses are now live. Are you Pure and Virtuous enough to handle them? Take your 21st level Paladin over to Chuck the Purist in Avendell and find out! The Paladin gains the following bonuses.
Level 21 (Holy Avenger): The Holy Sword Spell continues to gain in power and grants an Enhancement bonus of level/5 + 2 and the bonus damage granted now works against Non-Good creatures. (The Holy Avenger will only work for the Paladin.)
Level 23 (Purge): 1/day. Targeted, Dispel with an effectiveness of Paladin's Level. For every spell stripped, the Paladin takes 4 Divine damage. "What Paladins lack in finesse, they make up with sheer willpower".
Level 25 (Epic Divine Might): Double duration on Divine Might and Divine Shield. Paladin gains +1AB per +5 Cha mod while Divine Might is active and 5% immunity (excluding divine) per 10 CHA mod while Divine Shield is active.
Level 25 (Divine Protection): Once per 6 minutes, or after rest, whichever is shorter. Paladin gains 5% Immunity to all damage sources except Divine damage, to which they gain 5% vulnerability. Duration in rounds equals level/2 + 1/2 Cha mod rounded down. (Upgrades to 10% Immunity and 10% Vulnerability at level 31. Upgrades to 15% Immunity and 15% Vulnerability at level 37) "My faith is a shield unto itself."
Level 28 (Divine Sacrifice): 1/day, Ressurection on willing Non-Evil target. The Paladin takes 5 Divine damage per level of the target being raised. The Paladin cannot ressurect someone in this manner if they do not have enough life. "By my blood, you may walk again."
Level 30 (Radiance): 1/Day, The Paladin and nearby allies gain regeneration = 1/4 Paladin level, Duration in rounds = Cha mod + 10. The Paladin also generates an aura that applies a spell failure rate of Paladin's level/2 to any evil foes entering the aura for 1hour/5levels. At level 35, neutral foes are also affected by the aura. "Darkness cannot prosper so long as there is Light."
Level 35 (Detect non-good): Detect evil also detects Neutral characters. Neutral character glow blue for a short duration.
Level 38 (Martrydom): Once per 20 Minutes. Raises all Non-Evil party members in a Colossal radius, dying in the process. Paladin must have more than 50% HP to sacrifice himself in such a manner. "I lay my life down for you."
Level 40 (Aspect of the Deity): 1/Day,The Paladin channels an immense amount of his God's power, taking on his God's visage while temporarily overwhelming all nearby enemies with his glory. He gains Celestial properties(Immunty to Knockdown, ability decrease, negative levels, poison, paralysis, mind effecting spells, +20/5 Damage Reduction), Immunity to Spells 6th Level and lower, 5% Added Immunity to all damage forms (except Divine), See Invisibility, and +20 to spot skill for 1 Round/ Charisma Modifier. "Through me, Justice is come!"
It is possible to kill yourself with Purge, and the vulnerability from Divine Protection can also kill you when using Divine Sacrifice if you are not careful.
Special thanks to Sparky for coming up with most of the pure paladin ideas and giving me lots of feedback during development.
Level 21 (Holy Avenger): The Holy Sword Spell continues to gain in power and grants an Enhancement bonus of level/5 + 2 and the bonus damage granted now works against Non-Good creatures. (The Holy Avenger will only work for the Paladin.)
Level 23 (Purge): 1/day. Targeted, Dispel with an effectiveness of Paladin's Level. For every spell stripped, the Paladin takes 4 Divine damage. "What Paladins lack in finesse, they make up with sheer willpower".
Level 25 (Epic Divine Might): Double duration on Divine Might and Divine Shield. Paladin gains +1AB per +5 Cha mod while Divine Might is active and 5% immunity (excluding divine) per 10 CHA mod while Divine Shield is active.
Level 25 (Divine Protection): Once per 6 minutes, or after rest, whichever is shorter. Paladin gains 5% Immunity to all damage sources except Divine damage, to which they gain 5% vulnerability. Duration in rounds equals level/2 + 1/2 Cha mod rounded down. (Upgrades to 10% Immunity and 10% Vulnerability at level 31. Upgrades to 15% Immunity and 15% Vulnerability at level 37) "My faith is a shield unto itself."
Level 28 (Divine Sacrifice): 1/day, Ressurection on willing Non-Evil target. The Paladin takes 5 Divine damage per level of the target being raised. The Paladin cannot ressurect someone in this manner if they do not have enough life. "By my blood, you may walk again."
Level 30 (Radiance): 1/Day, The Paladin and nearby allies gain regeneration = 1/4 Paladin level, Duration in rounds = Cha mod + 10. The Paladin also generates an aura that applies a spell failure rate of Paladin's level/2 to any evil foes entering the aura for 1hour/5levels. At level 35, neutral foes are also affected by the aura. "Darkness cannot prosper so long as there is Light."
Level 35 (Detect non-good): Detect evil also detects Neutral characters. Neutral character glow blue for a short duration.
Level 38 (Martrydom): Once per 20 Minutes. Raises all Non-Evil party members in a Colossal radius, dying in the process. Paladin must have more than 50% HP to sacrifice himself in such a manner. "I lay my life down for you."
Level 40 (Aspect of the Deity): 1/Day,The Paladin channels an immense amount of his God's power, taking on his God's visage while temporarily overwhelming all nearby enemies with his glory. He gains Celestial properties(Immunty to Knockdown, ability decrease, negative levels, poison, paralysis, mind effecting spells, +20/5 Damage Reduction), Immunity to Spells 6th Level and lower, 5% Added Immunity to all damage forms (except Divine), See Invisibility, and +20 to spot skill for 1 Round/ Charisma Modifier. "Through me, Justice is come!"
It is possible to kill yourself with Purge, and the vulnerability from Divine Protection can also kill you when using Divine Sacrifice if you are not careful.
Special thanks to Sparky for coming up with most of the pure paladin ideas and giving me lots of feedback during development.
Last edited by LinuxPup on Sat Nov 10, 2007 4:45 am, edited 2 times in total.
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
Also a few minor changes:
1. Items dropped now lose all their temporary properties (darkfire, greater magic weapon, etc.)
2. Githzerai can no longer buff others with their race ability AC token. New Githzerai get a token that is useable by self only.
1. Items dropped now lose all their temporary properties (darkfire, greater magic weapon, etc.)
2. Githzerai can no longer buff others with their race ability AC token. New Githzerai get a token that is useable by self only.
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
1. NS4 disarm script should now respect ranged weapons and tridents.
2. Githyanki's psionic attack now inflicts confusion on opponents who fail a will save. DC is 15 + Githyanki character level / 2 + constitution mod. Immunity to mind effects blocks it. Duration is 1 + 1d2 rounds for every 10 levels. So at level 40 its 4d2 + 1 rounds. Ability is still once a day.
2. Githyanki's psionic attack now inflicts confusion on opponents who fail a will save. DC is 15 + Githyanki character level / 2 + constitution mod. Immunity to mind effects blocks it. Duration is 1 + 1d2 rounds for every 10 levels. So at level 40 its 4d2 + 1 rounds. Ability is still once a day.
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
1. Increased duration of pure fighter immoveable token to two rounds/level.
2. Pure fighter Warlord's Rumble token changed to unlimited uses per day with a 4 minute delay between uses. Timer resets after resting too.
3. Assassins get innate permanent ultravision with 10 Assassin levels.
4. Assassin's Ghostly Visage ability improves with 20 Assassin levels: Etherealness for 1 round per 6 Assassin levels + 1. So a max duration of 6 rounds. EDIT: this has been reduced... see later post.
5. There was a bug where Drow/Tiefling were not being blinded by Aasimar's light aura. Reworked Aasimar/Drow/Tiefling blindness. Aasimar are no longer blinded by Drow/Tiefling darkness if the Aasimar has their light aura up. Likewise, Drow/Tiefling are not blinded by Aasimar's light aura if they have their darkness aura up. Otherwise, Aasimar light aura blinds Drow/Tiefling, and Drow/Tiefling darkness aura blinds Aasimar.
6. Must now be level 21+ to be locked into pure class bonuses by Chuck the Purist.
2. Pure fighter Warlord's Rumble token changed to unlimited uses per day with a 4 minute delay between uses. Timer resets after resting too.
3. Assassins get innate permanent ultravision with 10 Assassin levels.
4. Assassin's Ghostly Visage ability improves with 20 Assassin levels: Etherealness for 1 round per 6 Assassin levels + 1. So a max duration of 6 rounds. EDIT: this has been reduced... see later post.
5. There was a bug where Drow/Tiefling were not being blinded by Aasimar's light aura. Reworked Aasimar/Drow/Tiefling blindness. Aasimar are no longer blinded by Drow/Tiefling darkness if the Aasimar has their light aura up. Likewise, Drow/Tiefling are not blinded by Aasimar's light aura if they have their darkness aura up. Otherwise, Aasimar light aura blinds Drow/Tiefling, and Drow/Tiefling darkness aura blinds Aasimar.
6. Must now be level 21+ to be locked into pure class bonuses by Chuck the Purist.
Last edited by LinuxPup on Sun Nov 11, 2007 8:31 pm, edited 1 time in total.
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
1. Fixed bug where pick pocketing allowed you to steal items from someone's inventory if it was in a container... regardless of weight and with no custom checks. Note, there's a 1 lb. limit on items that can be stolen. Also important detail: if an item is stolen from a container (e.g. coffer, large box, etc.) in your inventory, but the thief fails the pick pocket check or the stolen item is too heavy, it will go back into your inventory, but not back into the container, so make sure you have enough extra room for it just in case.
2. Avendell anvil no longer works on items with charges.
3. Drow/Tiefling/Aasimar auras should work better now to protect from blindness.
4. Githzerai AC bonus should not get dispelled now.
5. Assassin's Ghostly Visage is now a free action.
2. Avendell anvil no longer works on items with charges.
3. Drow/Tiefling/Aasimar auras should work better now to protect from blindness.
4. Githzerai AC bonus should not get dispelled now.
5. Assassin's Ghostly Visage is now a free action.
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
The least popular subrace gets a boost!
Water Genasi ability changed:
The Water Genasi can harness the moisture in the air to create an aura with a regenerative effect. Regeneration is equal to (character level / 10) + 1 every round. Affects self only. Duration of aura is 2 rounds per level.
The aura is empowered while drenched in rain or while in the Plane of Water, giving a spell resistance bonus of character level + 10.
However, if the aura enters cold, arctic climates (or if its snowing), the aura instead begins to bond to the skin of the Water Genasi, giving him/her damage reduction equal to (character level / 8 ) + 1. A +10 weapon (or greater) is needed to pierce through this icy coat.
Additionally, the aura is capable of extinguishing fire area of effects.
Finally, the water aura evaporates in dry, desert climates where no precipitation is present.
Note: newly created Water Genasi characters receive Water Genasi Ability token that is "self only" instead of requiring a target like the old Water Genasi token. Also, new Water Genasi tokens have the new description on them too. Previously created Water Genasi still have the old token (but with the new ability)...token may be swapped by a DM on request if you ask nicely...

Water Genasi ability changed:
The Water Genasi can harness the moisture in the air to create an aura with a regenerative effect. Regeneration is equal to (character level / 10) + 1 every round. Affects self only. Duration of aura is 2 rounds per level.
The aura is empowered while drenched in rain or while in the Plane of Water, giving a spell resistance bonus of character level + 10.
However, if the aura enters cold, arctic climates (or if its snowing), the aura instead begins to bond to the skin of the Water Genasi, giving him/her damage reduction equal to (character level / 8 ) + 1. A +10 weapon (or greater) is needed to pierce through this icy coat.
Additionally, the aura is capable of extinguishing fire area of effects.
Finally, the water aura evaporates in dry, desert climates where no precipitation is present.
Note: newly created Water Genasi characters receive Water Genasi Ability token that is "self only" instead of requiring a target like the old Water Genasi token. Also, new Water Genasi tokens have the new description on them too. Previously created Water Genasi still have the old token (but with the new ability)...token may be swapped by a DM on request if you ask nicely...

Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
1. Ebontaxis of the Shadow Plane is now hostile to the Ancient Ones.
2. Dropped duration of Assassin's etherealness from Ghostly Visage to only 1 round per 15 Assassin levels.
3. Fixed damage on Lumi Smiter: was 2d10 slashing damage, now 2d12. You can exchange your old one for a new one with the anvil in Avendell.
4. ...and last but not least... dark times are coming to the surfacers! Lolth has chosen to bestow special powers to her evil assassins:
Assassin levels count as half levels for purposes of resisting dispels, in the same manner as Pale Masters, Paladins, and Rangers.
On Assassin level 4 they can cast True Strike 1x/day as a level 5 caster.
On Assassin level 6 they can cast Cat's Grace 1x/day as a level 15 caster.
On Assassin level 11 they can cast Fox's Cunning 1x/day as a level 15 caster.
On Assassin level 15 they can cast Freedom of Movement 1x/day as a level 7 caster.
On Assassin level 20 they can cast Clairaudience/Clairvoyance 3x/day as a level 15 caster.
Most importantly, when an Assassin reaches their 10th level, they are given a vial containing the venom of Lolth herself... here are the details:
1. Assassin uses poison.
2. Poison is applied to weapon in main hand (does not work on unarmed attack, ranged weapons, or bludgeoning weapons).
3. Poison will stay on weapon until a target is hit, or 1 round per Assassin level, whichever is shorter.
4. Assassin hits creature. If target is currently attacking another creature or casting a spell, the target isn't vulnerable. Target must make a fortitude save or die. DC is 5 + Assassin Level + Intelligence modifier.
DC increases by an accumulative +1 if underground, +1 if in Menzoduran, and +1 if in the Temple of Lolth. So for example, the DC is 8 + Assassin Level + Intelligence modifier in the Temple of Lolth (located in Menzoduran).
Immunity to death magic, sneak attacks, critical hits, poison, and paralysis do not help the target avoid the destructive power of Lolth's venom. However, non-living creatures are immune.
Note: regular Assassin death attack remains unchanged (its hard-coded).
5. Poison cannot be reapplied for 5 minutes or until the Assassin rests, whichever duration is shorter. Poison cannot be applied while Assassin is in combat or while a living hostile creature is nearby. Poison also cannot be applied to weapon while assassin is ethereal, and going ethereal removes the poison from an assassin's weapon.
6. Finally, Lolth is not pleased with those who use her power against her beloved.
2. Dropped duration of Assassin's etherealness from Ghostly Visage to only 1 round per 15 Assassin levels.
3. Fixed damage on Lumi Smiter: was 2d10 slashing damage, now 2d12. You can exchange your old one for a new one with the anvil in Avendell.
4. ...and last but not least... dark times are coming to the surfacers! Lolth has chosen to bestow special powers to her evil assassins:
Assassin levels count as half levels for purposes of resisting dispels, in the same manner as Pale Masters, Paladins, and Rangers.
On Assassin level 4 they can cast True Strike 1x/day as a level 5 caster.
On Assassin level 6 they can cast Cat's Grace 1x/day as a level 15 caster.
On Assassin level 11 they can cast Fox's Cunning 1x/day as a level 15 caster.
On Assassin level 15 they can cast Freedom of Movement 1x/day as a level 7 caster.
On Assassin level 20 they can cast Clairaudience/Clairvoyance 3x/day as a level 15 caster.
Most importantly, when an Assassin reaches their 10th level, they are given a vial containing the venom of Lolth herself... here are the details:
1. Assassin uses poison.
2. Poison is applied to weapon in main hand (does not work on unarmed attack, ranged weapons, or bludgeoning weapons).
3. Poison will stay on weapon until a target is hit, or 1 round per Assassin level, whichever is shorter.
4. Assassin hits creature. If target is currently attacking another creature or casting a spell, the target isn't vulnerable. Target must make a fortitude save or die. DC is 5 + Assassin Level + Intelligence modifier.
DC increases by an accumulative +1 if underground, +1 if in Menzoduran, and +1 if in the Temple of Lolth. So for example, the DC is 8 + Assassin Level + Intelligence modifier in the Temple of Lolth (located in Menzoduran).
Immunity to death magic, sneak attacks, critical hits, poison, and paralysis do not help the target avoid the destructive power of Lolth's venom. However, non-living creatures are immune.
Note: regular Assassin death attack remains unchanged (its hard-coded).
5. Poison cannot be reapplied for 5 minutes or until the Assassin rests, whichever duration is shorter. Poison cannot be applied while Assassin is in combat or while a living hostile creature is nearby. Poison also cannot be applied to weapon while assassin is ethereal, and going ethereal removes the poison from an assassin's weapon.
6. Finally, Lolth is not pleased with those who use her power against her beloved.
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
It's been a while since I posted here, so here's a few minor fixes:
1. Isaac's missile storm spells should no longer target dead creatures.
2. Anti-magic gaze (used by Aoa, demilich, Xeg-Yi, etc.) should no longer dispel certain area of effects, such as water gen aura, pure pally radiance aura, and fear auras.
3. Various speed optimizations.
Don't let the quiet changelog fool you... lots of work is being done by the ns4 dev staff with some cool stuff in the near future...
1. Isaac's missile storm spells should no longer target dead creatures.
2. Anti-magic gaze (used by Aoa, demilich, Xeg-Yi, etc.) should no longer dispel certain area of effects, such as water gen aura, pure pally radiance aura, and fear auras.
3. Various speed optimizations.
Don't let the quiet changelog fool you... lots of work is being done by the ns4 dev staff with some cool stuff in the near future...

Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
1. Fixed AO and MA relic cradles opening without the raiders having to kill any defenders. Also improved their defender spawns a bit.
2. Certain creature auras no longer get dispelled or destroyed by Mords or Gust of Wind.
3. Put a dividing limit on Blood Amniotes.
2. Certain creature auras no longer get dispelled or destroyed by Mords or Gust of Wind.
3. Put a dividing limit on Blood Amniotes.
Lead NS4 developer
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]
[ Brilhasti ap Tarj ]
[ ...Darkfalz... ]
[ Azchekelon ]