Subrace ability enhancements?

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Elyvin
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Subrace ability enhancements?

Post by Elyvin »

One thing I noticed when making a subrace, is that the abilities appear in green (which is pretty much necessary without a hax). Sorry if this is going to be asked again (I looked for a bit without finding any info on it), but do the subrace modifications count towards the +12 enhancement bonus possible?

Revenge
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Post by Revenge »

Yes they do, but apparently the items wont be good enough for you to hit that cap anyway (from what I heard a few months back).

Someone else mentioned this to me, and I agree. It'd be nice if the server booted you after you picked your subrace, actually edited the stats of the character (ie adding ability points and darkvision feat), and then letting you log back in. That way your int bonus will count when you level for skill points (even though you still wont get the extra 4 points at charater creation).

Elyvin
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Post by Elyvin »

I fairly sure that if they did that, they'd have to turn off the "legal characters only" (something like that) option because it'd invalidate the character.

Ah well, thanks.

RunarSterk
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Post by RunarSterk »

Ooo... Does this mean that if I want to play a Gold Dwarf with some limited bard spells, the Charisma bonus I see won't count towards min-required Cha for bard spells?

Revenge
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Post by Revenge »

The char bonus does let you cast spells more often inbetween rests, but I honestly don't know if it counts towards how good a spell you can cast.

As for enforcing legal chars, why do they need it turned on in the first place? There are no local chars on the server so it's not like somebody can uberhax up a char and then bring it online.

Garn Stonebeard
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Follow Up Question Re: Sub-Race Stats

Post by Garn Stonebeard »

I have a 1/2 Ogre who has an 18 Con. when I'm at the sign in screen, and it becomes a 20 when I'm playing, which seems to be working as it should. My question is this: If I want to have Mighty Rage (21 con. pre-req.) do I need to raise my Con. by 1 or 3?

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Revenge
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Post by Revenge »

3, because the game thinks you only have 18 con and that you equipped a con +2 item

AndrewCarr
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Post by AndrewCarr »

not sure on the charisma question, but wis(for druid/ranger) or int for wizards should let them cast more spells per day. Just not gain more per level, which is sucky but not terrible.

Also, i'm not completely sure about the 12 stat thing not being reached. I'll be crafting +4 int helms soon. +4 int from helm +2 int from racial + fox's cunning, and then you need only 2 more i suppose(as i think the spell is 1d4, but it may be 1d4+1) which could very well be surpassed with a dm item or higher lvl stuff we haven't seen yet. Heck, maybe i'll be able to craft +5--+6 int helms.
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Lunas
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Post by Lunas »

Elyvin wrote:I fairly sure that if they did that, they'd have to turn off the "legal characters only" (something like that) option because it'd invalidate the character.

Ah well, thanks.
i am pretty sure that was turned off before and besides there would be no problem with it turned off as it would still be server vault but i do think you have a point as most of what sub race does is in dm commands

RunarSterk
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Post by RunarSterk »

AndrewCarr wrote:not sure on the charisma question, but wis(for druid/ranger) or int for wizards should let them cast more spells per day. Just not gain more per level, which is sucky but not terrible.
If that's how it works for wizards, then same for bards. Pooh. I'm not interested in how often I can cast, since I hadn't planned on playing a caster. Just some bard spells to role-play with a bit.. only used once or so between rests anyway. Bards need 10 + X CHA for the level of spell they can take, so for third level spell you'd need 13 CHA. It may be better to just take a plain-old shield dwarf for me, so I don't suffer the DEX penalty just to get two points of CHA I don't really need. 'Course, if it fits better for RP, so be it. Still, don't want to suffer too much if I have to PVP. So many decisions... :)

Denort
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Post by Denort »

I am not sure how having epic feats on a non epic character would influence legal character checks but instead of giving magical bonuses has anyone tried giving the great stat feats?
An ogre for example would get +2 str for half orc race and then Great Strength 1 and 2 and Great Constitution 1 and 2 for the half ogre sub race. Penalties would still have to be applied magically.
This way the sub race stat bonuses would modify the base value and not contribute to the +12 magic cap. Intelligence bonuses would count to ward skill points on level up and caster stat bonuses would count toward what level spells you can cast.
It all hinges on how feats and epic feats are handled in the legal character check.

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Post by JesterOI »

Denort wrote:I am not sure how having epic feats on a non epic character would influence legal character checks but instead of giving magical bonuses has anyone tried giving the great stat feats?
An ogre for example would get +2 str for half orc race and then Great Strength 1 and 2 and Great Constitution 1 and 2 for the half ogre sub race. Penalties would still have to be applied magically.
This way the sub race stat bonuses would modify the base value and not contribute to the +12 magic cap. Intelligence bonuses would count to ward skill points on level up and caster stat bonuses would count toward what level spells you can cast.
It all hinges on how feats and epic feats are handled in the legal character check.
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Post by DrakhanValane »

NS4's Legal Character check is a custom script. So they can modify it when it becomes possible to permanently modify base stats. As it is now however, subracial bonuses/penalties are treated EXACTLY like item mods.
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science

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