NS4 Change Log
Traps have been reworked.
There are now 55 different traps (maximum that Bioware allows us to have right now).
These are divided into 11 types with 5 levels each.
You will need to craft your traps, but the crafting menu has been redone to match the new needs.
There are probably still a lot of bugs in this since I haven't done too much testing except for the bare necessities (/me starts humming)
Anyway, please provide as much feedback as you can so we can get this balanced properly.
There are now 55 different traps (maximum that Bioware allows us to have right now).
These are divided into 11 types with 5 levels each.
You will need to craft your traps, but the crafting menu has been redone to match the new needs.
There are probably still a lot of bugs in this since I haven't done too much testing except for the bare necessities (/me starts humming)
Anyway, please provide as much feedback as you can so we can get this balanced properly.
Bigby's spells have been reworked. Rather than just "nerfing", we decided to transform the spells a bit to give them a little more usefulness and to differentiate them from one another.
All bigby spells are now unaffected by spell resistance. Effectively, the caster is conjuring a physical hand to do the work, much like a summon would do. Since we're treating them as summoned entities now, spell resistance doesn't help you avoid damage from them.
Bigby spells will now counteract one another in the same manner as elemental shields and Storm of Vengeance. If a target has a Bigby's effect on them, casting another will now void the old one rather than voiding the new one. Some interesting new techniques can take advantage of this fact :)
We've improved the feedback as well - all rolls will be visible to both the caster and the target, so you can see exactly what's going on with the spell.
Additionally, arcane defense will improve all of target's rolls by 2, and spell focus (regular, greater, and epic) will improve the caster's rolls by 2, 4, or 6 respectively. These apply to all rolls for all Bigby spells.
Bigby's spells are summons and as such can be banished, dispelled, and dismissed.
Bigby's Interposing Hand:
If target fails a discipline check (target's discipline ranks + arcane defense + d20 vs. caster's concentration ranks + focus feats + d20), target receives a noncumulative -5 to AB. For every 4 epic caster levels, this AB penalty increases by 1.
Bigby's Forceful Hand:
The hand rushes the target, making an attack roll (Spell DC + 7 STR modifier + d20 vs. the target's AC). A successful hit deals 1d8 bludgeoning damage per caster level. A fortitude save halves the damage. Additionally, a discipline check (as in Interposing) is rolled on a hit, failure stuns the target for 2 rounds.
Bigby's Grasping Hand:
Once per round for 10 rounds, the target must make a Tumble check (Tumble ranks + d20 vs. caster's spellcraft + d20) or be held for the duration of the spell. Once held, an opposed strength check is made each round, success will free the character (STR modifier + d20 vs. 8 + d20).
Bigby's Clenched Fist:
Once per round the hand makes an attack on the target (Spell DC + 9 STR modifier + d20 vs target's AC). The damage is 1d8 + 1 per caster level. A successful fortitude saving throw halves the damage. Duration is 1 round per 2 caster levels.
Bigby's Crushing Hand:
Once per round the hand makes an attack on the target (Spell DC + 10 STR modifier + d20 vs target's AC). The damage is 2d8 + 1 per caster level. A successful fortitude saving throw halves the damage. Additionally, if a discipline check (as Interposing) is failed the target is stunned for that round (bypassing any stun immunities). Duration is 1 round per 2 caster levels.
Please test out the changes and let us know what you like/dislike, and any problems that you may see - especially with regard to DCs and skill checks, and whether they are balanced or not.
All bigby spells are now unaffected by spell resistance. Effectively, the caster is conjuring a physical hand to do the work, much like a summon would do. Since we're treating them as summoned entities now, spell resistance doesn't help you avoid damage from them.
Bigby spells will now counteract one another in the same manner as elemental shields and Storm of Vengeance. If a target has a Bigby's effect on them, casting another will now void the old one rather than voiding the new one. Some interesting new techniques can take advantage of this fact :)
We've improved the feedback as well - all rolls will be visible to both the caster and the target, so you can see exactly what's going on with the spell.
Additionally, arcane defense will improve all of target's rolls by 2, and spell focus (regular, greater, and epic) will improve the caster's rolls by 2, 4, or 6 respectively. These apply to all rolls for all Bigby spells.
Bigby's spells are summons and as such can be banished, dispelled, and dismissed.
Bigby's Interposing Hand:
If target fails a discipline check (target's discipline ranks + arcane defense + d20 vs. caster's concentration ranks + focus feats + d20), target receives a noncumulative -5 to AB. For every 4 epic caster levels, this AB penalty increases by 1.
Bigby's Forceful Hand:
The hand rushes the target, making an attack roll (Spell DC + 7 STR modifier + d20 vs. the target's AC). A successful hit deals 1d8 bludgeoning damage per caster level. A fortitude save halves the damage. Additionally, a discipline check (as in Interposing) is rolled on a hit, failure stuns the target for 2 rounds.
Bigby's Grasping Hand:
Once per round for 10 rounds, the target must make a Tumble check (Tumble ranks + d20 vs. caster's spellcraft + d20) or be held for the duration of the spell. Once held, an opposed strength check is made each round, success will free the character (STR modifier + d20 vs. 8 + d20).
Bigby's Clenched Fist:
Once per round the hand makes an attack on the target (Spell DC + 9 STR modifier + d20 vs target's AC). The damage is 1d8 + 1 per caster level. A successful fortitude saving throw halves the damage. Duration is 1 round per 2 caster levels.
Bigby's Crushing Hand:
Once per round the hand makes an attack on the target (Spell DC + 10 STR modifier + d20 vs target's AC). The damage is 2d8 + 1 per caster level. A successful fortitude saving throw halves the damage. Additionally, if a discipline check (as Interposing) is failed the target is stunned for that round (bypassing any stun immunities). Duration is 1 round per 2 caster levels.
Please test out the changes and let us know what you like/dislike, and any problems that you may see - especially with regard to DCs and skill checks, and whether they are balanced or not.
More updates:
- Fixed a subrace ability bug where it would not correctly attribute the "caster" of the ability, resulted in no XP for kills and other weirdness.
- Aasimar ability is now an aura that gives bright light and a hide penalty to anyone entering it. Drow and Tieflings are blinded by it.
- Drow ability is now an aura that gives 20% concealment to all who enter. Aasimar are blinded by it.
- Earth Genasi ability overhauled. At Level 10, Barkskin increases to Stoneskin + 3 AC natural. At Level 20, Greater Stoneskin + 5 AC natural. At level 30, you get 30/+10 DR and 7 natural AC. At level 40, you get 40/+20 DR and 9 natural AC.
- Fire Genasi ability now scales with level. It will deal 3d6 + 1d6 per level after the third. The DC also scales, it is 15 + 1 per 2 levels.
- Duergar receives Improved Invisibility at level 10
- Ghostwise Halfling gets a hide bonus of 10 + 1 per 2 levels
- Svirfneblin gets 50% concealment at level 10
- Tieflings now get tails =)
- Fixed a subrace ability bug where it would not correctly attribute the "caster" of the ability, resulted in no XP for kills and other weirdness.
- Aasimar ability is now an aura that gives bright light and a hide penalty to anyone entering it. Drow and Tieflings are blinded by it.
- Drow ability is now an aura that gives 20% concealment to all who enter. Aasimar are blinded by it.
- Earth Genasi ability overhauled. At Level 10, Barkskin increases to Stoneskin + 3 AC natural. At Level 20, Greater Stoneskin + 5 AC natural. At level 30, you get 30/+10 DR and 7 natural AC. At level 40, you get 40/+20 DR and 9 natural AC.
- Fire Genasi ability now scales with level. It will deal 3d6 + 1d6 per level after the third. The DC also scales, it is 15 + 1 per 2 levels.
- Duergar receives Improved Invisibility at level 10
- Ghostwise Halfling gets a hide bonus of 10 + 1 per 2 levels
- Svirfneblin gets 50% concealment at level 10
- Tieflings now get tails =)
- Flailer
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Subrace changes:
New subrace added:
Githyanki
Favored Class: Fighter
ECL: 3
+2 STR, +2 DEX, +2 CON, -2 INT, -2 WIS, -2 CHA
+2 Discipline, +2 Taunt
+2 to all Fortitude saving throws
SR bonus: Level + 5
Must be Evil-aligned
Special ability: 1/day Psionic Assault (all enemies within 10 feet inflicted with 1d6 negative energy damage per 3 levels, the Githyanki is healed by the total damage inflicted)
The githyanki, the Children of Gith, are a humanoid race living in the astral plane descended from the escaped thralls that overthrew the planes-spanning empire of the Illithids thousands of years ago under the leadership of a female rebel named Gith. Bred from the beginning of their history to hate the illithids and any form of slavery or tyranny, githyanki are a race of warriors, excelling at swordplay and the creation of ornate armour and weapons.
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Also, water and air gensai special abilities save will scale with your character level now.
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Also, Lokey did some changes over the last week. You may have already noticed them...
- Rage, empty body, power attacks, blinding speed don't require actions.
- Holy Sword spell changed
- Meteor Storm spell changed
- Time Stop spell changed (gives Bioware default haste now - we might change it to something fancier, but Timestop in a persistant world that avoids exploiting avenues is problematic.)
- Bard song changes:
- Curse song changes:
New subrace added:
Githyanki
Favored Class: Fighter
ECL: 3
+2 STR, +2 DEX, +2 CON, -2 INT, -2 WIS, -2 CHA
+2 Discipline, +2 Taunt
+2 to all Fortitude saving throws
SR bonus: Level + 5
Must be Evil-aligned
Special ability: 1/day Psionic Assault (all enemies within 10 feet inflicted with 1d6 negative energy damage per 3 levels, the Githyanki is healed by the total damage inflicted)
The githyanki, the Children of Gith, are a humanoid race living in the astral plane descended from the escaped thralls that overthrew the planes-spanning empire of the Illithids thousands of years ago under the leadership of a female rebel named Gith. Bred from the beginning of their history to hate the illithids and any form of slavery or tyranny, githyanki are a race of warriors, excelling at swordplay and the creation of ornate armour and weapons.
-------------
Also, water and air gensai special abilities save will scale with your character level now.
-------------
Also, Lokey did some changes over the last week. You may have already noticed them...
- Rage, empty body, power attacks, blinding speed don't require actions.
- Holy Sword spell changed
- Meteor Storm spell changed
- Time Stop spell changed (gives Bioware default haste now - we might change it to something fancier, but Timestop in a persistant world that avoids exploiting avenues is problematic.)
- Bard song changes:
Code: Select all
Minimum reqs Bonuses
Bard Perform Attack Damage Will Fort Reflex HP AC Skills
Level Skill (Bludg) (Dodge) (All)
1 2 1 1 1 0 0 0 0 1
2 4 1 1 1 1 0 0 0 1
3 6 1 1 1 1 0 0 0 1
6 10 1 2 1 1 1 0 0 1
8 13 2 3 2 1 1 * 1 2
11 16 2 3 2 1 1 * 1 2
14 20 2 4 2 1 1 * 1 2
15 22 2 4 2 2 1 * 1 3
16 24 2 4 2 2 2 * 2 3
17 26 2 4 3 2 2 * 2 3
18 28 3 5 3 2 2 * 2 4
19 29 3 5 3 2 2 * 2 4
20 30 3 5 3 2 2 * 3 5
21 32 3 6 3 3 2 * 3 5
22 34 3 6 3 3 3 * 3 6
23 36 3 7 4 3 3 * 3 6
24 40 4 7 4 4 3 * 3 7
25 44 4 8 4 4 4 * 3 7
26 48 4 8 4 4 4 * 4 8
27 52 4 9 4 4 4 * 4 9
28 56 4 9 5 4 4 * 4 10
29 60 4 10 5 5 4 * 5 12
30 65 5 10 5 5 5 * 5 14
* = Perform skill
Code: Select all
Minimum reqs Penalties Dam-
Bard Perform Attack Will Fort Reflex age AC Skills
Level Skill (Dodge)(All)
1 2 1 0 0 0 * 0 0
3 6 1 1 0 0 * 0 0
6 10 1 1 1 0 * 0 1
8 13 1 1 1 1 * 0 1
10 16 1 1 1 1 * 1 1
12 20 2 2 1 1 * 1 2
14 22 2 2 2 1 * 1 2
16 24 2 2 2 2 * 1 2
18 26 2 3 2 2 * 2 3
20 28 2 3 3 2 * 2 3
22 32 2 3 3 3 * 2 3
24 34 2 3 3 3 * 2 4
26 38 3 3 3 3 * 3 4
28 42 3 3 3 3 * 3 5
30 46 3 4 3 3 * 3 5
32 50 3 4 4 3 * 3 6
35 54 4 4 4 4 * 3 6
38 58 4 4 4 4 * 4 8
40 62 5 5 5 5 * 5 10
* = Perform skill/2
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
We have put a new leto system onto the server for applying subrace attributes which allows the base stats of newly created toons to properly reflect thier subrace type.
By default all new characters with subraces will be modified this way.
However, as this has been a pretty big undertaking we have made it possible to still create characters the old way in case there are any problems.
When choosing your subrace via the Welcome Menu you will see 2 options:
Apply subrace new way...
Apply subrace old way...
Pretty self-explainitory.
When you select a subrace by typing it in the Race field the stats will be applied via leto.
In order for leto modifications to be applied we must boot your character from the server. However this is all done with a portalling process meaning that you should be logged out and then back in again pretty seemlessly - you may just see the logon screen appear very briefly, but otherwise the noticable effects of this should be minimal.
Please note that we are not currently planning to retro fit old toons with the new system. Please consider this as available for new toons only.
By default all new characters with subraces will be modified this way.
However, as this has been a pretty big undertaking we have made it possible to still create characters the old way in case there are any problems.
When choosing your subrace via the Welcome Menu you will see 2 options:
Apply subrace new way...
Apply subrace old way...
Pretty self-explainitory.
When you select a subrace by typing it in the Race field the stats will be applied via leto.
In order for leto modifications to be applied we must boot your character from the server. However this is all done with a portalling process meaning that you should be logged out and then back in again pretty seemlessly - you may just see the logon screen appear very briefly, but otherwise the noticable effects of this should be minimal.
Please note that we are not currently planning to retro fit old toons with the new system. Please consider this as available for new toons only.
Talos - God of Rebellion.
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
...zing broke you didnt he...ITS ZINGS EVIL THAT HAS BROUGHT THIS DAY....
-mgrjebbo
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
Changes that went into bring NS4 out of beta:
- New server hardware: we're running on a pretty beefy system now - probably on the order of 7-10x faster than our previous box. Should reduce lag greatly.
- Made some module changes which should cut down on lag and improve performance.
- Subraces are all now down with Leto, so your actual character stats and skill will be altered, not just applied via the playerskin (which is like wearing a ring with all the bonus stats)
- Subrace and job tokens are now activated on a 1/day (or in some cases multiple times per day) basis instead of a real-time period of time. Subrace tokens and job token durations and abilities have been scaled appropriately. [A wipe was required in this case to replace the tokens already in people's inventory]
- Some of the more unbalanced gear has been altered a bit. Primarily along the lines of adding discipline while still giving beefy casting bonuses.
- Artifact drop rate has been increased greatly and more items have been added. In particular, keep an eye out for the Manuals of Training. You'll be glad you did...
- Githerai subrace has been altered a bit.
- Improved method of character deletion.
- Fixed a bug where mobs that already have items in their inventory that weren't equipped weren't dropping them. This should help on some of the harder-to-get items.
- Plane of Water and Plane of Shadow are better connected to the existing planes now. Try some portals that weren't working before... Once the planes go in that those planes should be connected to, they'll be changed. Until then, they should be a bit more accessible.
- AI is able to perform whirlwind attacks now
- Divine favor capped at 3 ab. 5 damage physical regardless, lasts 1 turn.
- This set of spells will no longer stack/do what they did originally:
- Setting strength to 18 part removed from divine power, lasts one turn now (mistakenly lasting rounds/level).
There were more changes we were hoping on getting to, but the server and our source control system took a bit longer to set up than we anticipated. Plus, we've unfortunately been short staffed this week. Bad timing.
More substantial changes are on the way too and they'll be well worth the wait...
- New server hardware: we're running on a pretty beefy system now - probably on the order of 7-10x faster than our previous box. Should reduce lag greatly.
- Made some module changes which should cut down on lag and improve performance.
- Subraces are all now down with Leto, so your actual character stats and skill will be altered, not just applied via the playerskin (which is like wearing a ring with all the bonus stats)
- Subrace and job tokens are now activated on a 1/day (or in some cases multiple times per day) basis instead of a real-time period of time. Subrace tokens and job token durations and abilities have been scaled appropriately. [A wipe was required in this case to replace the tokens already in people's inventory]
- Some of the more unbalanced gear has been altered a bit. Primarily along the lines of adding discipline while still giving beefy casting bonuses.
- Artifact drop rate has been increased greatly and more items have been added. In particular, keep an eye out for the Manuals of Training. You'll be glad you did...

- Githerai subrace has been altered a bit.
- Improved method of character deletion.
- Fixed a bug where mobs that already have items in their inventory that weren't equipped weren't dropping them. This should help on some of the harder-to-get items.
- Plane of Water and Plane of Shadow are better connected to the existing planes now. Try some portals that weren't working before... Once the planes go in that those planes should be connected to, they'll be changed. Until then, they should be a bit more accessible.
- AI is able to perform whirlwind attacks now
- Divine favor capped at 3 ab. 5 damage physical regardless, lasts 1 turn.
- This set of spells will no longer stack/do what they did originally:
Code: Select all
All allies within 30ft of the caster gain bonuses
for 1 turn + 1 round per caster level as follows:
Spell AB Bonus Will Bonus Damage Regeneration
Bless 1 1 1 0
Aid 2 2 2 0
Prayer 3 2 3 0
Battletide 3 3 4 3
Un/holy Aura 3 4 8 6
There were more changes we were hoping on getting to, but the server and our source control system took a bit longer to set up than we anticipated. Plus, we've unfortunately been short staffed this week. Bad timing.

More substantial changes are on the way too and they'll be well worth the wait...
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
The subrace list has been updated with some changes to the subrace stats.
You'll also find that 1 of the 2 jobs for each of the different factions give a speed bonus now.
And, not that you're ready for it yet, but a new area and boss has been added to the plane of water.
Server's been running at capacity and the CPU hovering around 60%. A good sign.
You'll also find that 1 of the 2 jobs for each of the different factions give a speed bonus now.
And, not that you're ready for it yet, but a new area and boss has been added to the plane of water.
Server's been running at capacity and the CPU hovering around 60%. A good sign.

Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
Some Frostdale areas pruned, reworked, etc... Time to start on the mobs there :shudder:
There will be some characters who can't login if you were in an area that was removed (any Ice Giant or Troll are, the Tunnels, some of the crypt--but who goes there?--some Frostdale buildings). Sorry for any inconvenience.
There will be some characters who can't login if you were in an area that was removed (any Ice Giant or Troll are, the Tunnels, some of the crypt--but who goes there?--some Frostdale buildings). Sorry for any inconvenience.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
- Flailer
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- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
- Added 6 more artifacts
- Githzerai AC is changed from deflection to dodge (so it will stack) and activated using a token. Duration is essentially until you rest. If you have an existing Githzerai (think there's 3 so far) have a DM re-apply your subrace skin. If your AC drops by 4 when they do that, you can get the new token. (Don't want anyone getting +8 AC now, do we?
)
- Githzerai AC is changed from deflection to dodge (so it will stack) and activated using a token. Duration is essentially until you rest. If you have an existing Githzerai (think there's 3 so far) have a DM re-apply your subrace skin. If your AC drops by 4 when they do that, you can get the new token. (Don't want anyone getting +8 AC now, do we?

Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
Fix to darkness, casters were missing out on the benefits--affects drow/tiefling as well. Some behind the scenes stuff.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
Planar updates:
- All planes have been revised (creatures, spawn rates, etc). Water and Shadow planes spawn rates have been greatly thinned and mobs toned down a bit.
- Incinerators have had their critical hits throttled back.
- All boss areas in the planes have been redone. They're much more of a final, immediate battle now.
- Folks do know about the portals in Dwarf Home that connect to the Plane of Water and the Plane of Shadow now too, right?
Subrace fixes:
- Drow, Githzerai, and Deep Gnomes should no longer be getting their old subrace skins applied to them on levelup. If you have a char that has the old subrace bonuses being applied (red decrease in Int, etc), have a DM use the Reset Subrace wand on you and that should clear the problem.
Bigbies changes:
- Bigbies Grasping and Crushing Hand now use your base rank skills for the checks rather than your adjusted skills. Ie, it will use how many skill points you've actually put into those skills (max 43 at level 40) rather than your skills plus gear, stats bonus, etc. Bigbies Grasping Hand also has the effect of Slow now if you fail the STR check rather than paralyze.
- Additionally, since the range is smaller, I wanted to put something in so a target could conteract the focuses that a caster can receive in Conjuration spell focus. So, you can have Arcane Defense: Conjuration for a increased save of +2, Skill Focus in Tumble/Discipline (for Grasping/Crushing Hand) for +2, and Epic Skill Focus for +4 bonus. I realize that those are uncommon feats, but until we can think of a better way for a target to match the spell focus feats of the caster, we'll leave those in.
Revised descriptions are now:
Bigby's Grasping Hand:
Once per round for 10 rounds, the target must make a Tumble check (Natural Tumble ranks + arcane defense + skill focus feats + d20 vs. caster's natural spellcraft ranks + focus feats + d20) or be held for the duration of the spell. Once held, an opposed strength check is made each round, success will free the character (STR modifier + d20 vs. 8 + d20). If the strength check is failed, the target is slowed.
Bigby's Crushing Hand:
Once per round the hand makes an attack on the target (Spell DC + 10 STR modifier + d20 vs target's AC). The damage is 2d8 + 1 per caster level. A successful fortitude saving throw halves the damage. Additionally, if a discipline check (target's discipline ranks + arcane defense + skill feats + d20 vs. caster's concentration ranks + focus feats + d20), is failed the target is stunned for that round (bypassing any stun immunities). Duration is 1 round per 2 caster levels.
- All planes have been revised (creatures, spawn rates, etc). Water and Shadow planes spawn rates have been greatly thinned and mobs toned down a bit.
- Incinerators have had their critical hits throttled back.
- All boss areas in the planes have been redone. They're much more of a final, immediate battle now.
- Folks do know about the portals in Dwarf Home that connect to the Plane of Water and the Plane of Shadow now too, right?
Subrace fixes:
- Drow, Githzerai, and Deep Gnomes should no longer be getting their old subrace skins applied to them on levelup. If you have a char that has the old subrace bonuses being applied (red decrease in Int, etc), have a DM use the Reset Subrace wand on you and that should clear the problem.
Bigbies changes:
- Bigbies Grasping and Crushing Hand now use your base rank skills for the checks rather than your adjusted skills. Ie, it will use how many skill points you've actually put into those skills (max 43 at level 40) rather than your skills plus gear, stats bonus, etc. Bigbies Grasping Hand also has the effect of Slow now if you fail the STR check rather than paralyze.
- Additionally, since the range is smaller, I wanted to put something in so a target could conteract the focuses that a caster can receive in Conjuration spell focus. So, you can have Arcane Defense: Conjuration for a increased save of +2, Skill Focus in Tumble/Discipline (for Grasping/Crushing Hand) for +2, and Epic Skill Focus for +4 bonus. I realize that those are uncommon feats, but until we can think of a better way for a target to match the spell focus feats of the caster, we'll leave those in.
Revised descriptions are now:
Bigby's Grasping Hand:
Once per round for 10 rounds, the target must make a Tumble check (Natural Tumble ranks + arcane defense + skill focus feats + d20 vs. caster's natural spellcraft ranks + focus feats + d20) or be held for the duration of the spell. Once held, an opposed strength check is made each round, success will free the character (STR modifier + d20 vs. 8 + d20). If the strength check is failed, the target is slowed.
Bigby's Crushing Hand:
Once per round the hand makes an attack on the target (Spell DC + 10 STR modifier + d20 vs target's AC). The damage is 2d8 + 1 per caster level. A successful fortitude saving throw halves the damage. Additionally, if a discipline check (target's discipline ranks + arcane defense + skill feats + d20 vs. caster's concentration ranks + focus feats + d20), is failed the target is stunned for that round (bypassing any stun immunities). Duration is 1 round per 2 caster levels.
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.