May 2022

Changelog 15

New

Ancient Paths:

All Ancient devotion paths have been given descriptions now. Now you can know a bit about the kind of people that follow that path, your responsibilities, and maybe a bit about how others see you.

  • Path of the Web (Praelium): A path focused around Praelium’s holy spider silk, able to create items, repair others, and protect your possessions from damage.

Artifacts

  • Eye of the Storm (prized): This necklace makes an endless storm that follows the wearer.

  • Wrist Caps of Many Hands (legendary): Missing hands are no longer a hindrance with the ability to summon more hands!

  • Aether Mortar (prized): A mortar crafted of aether by a mix of holy magic and archmages to convert aether into ingredients.

  • Pestle of Stars (prized): The companion to the Aether Mortar that doubles the amount of material produced whenever the pestle is used. If used with the Aether Mortar they can grind up any material.

  • Opalescence Arrowhead (prized): Enemies target the wearer over others, and the wearer gains a defensive bonus.

  • Mithril Tipped Artificer’s Needle (prized): An improved needle that makes magic tattoos cheaper to apply.

  • Aviones Regulus (prized): A set of enchanted wings that allow or enhance the user’s flight.

  • Tranquil Stone (prized): A very versatile stress stone that can help the Gifted and mundane alike.

  • Zol's Paragon of the One Above All (legendary): A powerful blessing granted by Zol that has great benefits, and great risks.

Creatures:

  • The Morculta have invaded the realms! These raiders from another realm seek only one thing, to hunt and spread. Magic mists surround them, inflicting dangerous effects on anyone that dares get close.

    • Red morculta: Red morcula can destroy armor and inflict burning wounds.

    • Blue morculta: These larger hulks chill those around them, preventing them from escaping.

    • Green morculta: Magical spell casters that can turn invisible. They support other morculpa and extend the range of morculta attacks.

    • Gray morculta: A more powerful form of morculta, they use swords infused with aether.

    • Yellow morculta: The largest of morculta, they are capable of paralyzing prey.

    • Black morculta: Elite morculta with a deadly life draining mist.

  • Corrupt Dead Hellbrute: A more dangerous type of corrupt dead brute. These are the largest of the corrupt dead and excell at removing limbs.


Perks

  • Dragon Chest 2 (Level 18): Increase the damage of your breath by 3 dice

  • Dragon Chest 3 (Level 24): Increase the damage of your breath by 6 dice

  • Dragon Chest 4 (Level 36): Increase the damage of your breath by 10 dice

  • Aether and Sun (Level 38): Gain the ability to change the element of spells.

  • Aether and Sword (Level 38): Gain the ability to change the element of weapons.

Spells and Powers:

  • Delayed Psychic Lash (rank 4 Gifted power): A damaging power that works 2-5 rotations after use. While it doesn’t deal immediate damage, we figure it never hurts to have extra options.


Enchantments:

  • Generate Arrow ( CL 3, 5, 7, and 9): Enchant a bow to passively generate ammo.

Classes

  • Paladin - Path of Night: A paladin class that uses starlight as their weapon and the shadows to befuddle their enemies. Rather than using the traditional heavy armor most paladins use, the Path of Night Paladin hides in the shadows they create leaving their enemies not knowing where to strike.

  • Sorcerer - Chronomancer: A class of sorcerer that can naturally manipulate time. Cultivating this ability allows them to manifest powerful area effects capable of turning time itself against their enemies.

Changes

Paths and Devotion Benefits:

Paths and Devotion Benefits have seen many, many revisions and rewordings. We won’t bore you with all the proofreading and clarifications, but rest assured they have been touched up.

  • Many changes to Luna’s Path of the Moon, including nerfs to effects that gave buffs to all rolls and to natural values of rolls, the ability to see yourself on any map of the area you’re in, and more.

  • Poveuw’s Devotion paths, Path of Corrosion and Path of the Assassin, have been finished and fleshed out.

  • The Shade Tower: Path of the Shade

    • 300 Devotion now allows you to pass through a wall, object, or creature of any size, so long as you are adjacent to that target, and also blinds a creature you pass through.

    • 400 Devotion now also lets you know the location of any other Bringers of the Shade Tower. If you ever reveal such information to an outsider, you immediately lose all Devotion benefits from the Shade Tower and will be hunted down by its followers.

  • The Shade Tower: Path of the Architect

    • The 50 Devotion and 100 Devotion benefits now specify you can’t use their walls or pillars to create enclosures on their own. If you want to trap someone, you’ll have to use both, or some other barrier.

    • New 200 Devotion benefit that makes you proficient in Intimidation and gives you 40 free points in that skill, as well as giving you +10 to interrogate anyone affected by Cell of Shadows and Prison of Shadows.

  • Teo: Path of Mortality:

    • 0 Devotion now specifies that it stacks with other lifespan and aging related effects.

    • 25 Devotion now allows you to immediately learn the Know Desire Teo spell, if you don’t already know it

  • The Sun: Praying at Sunset with the 300 Devotion “Dawn and Dusk” benefit now also makes you immune to the negative effects of any nightmares you might have.

  • Fenrir, Skoll, and Hati Hróðvitnisson: 400 Devotion “Pack of Fenrir” now also makes Fenrir, Skoll, Hati Hróðvitnisson, and any wolves they summon friendly towards you, should you ever encounter them.

  • Thumiasyrtrezin, the Æsir of Anakkis: The 150 Devotion benefit now requires an SR 14 Fortitude roll to not lose their turn (was SR 17).

  • Holy Stone: Clarification: The 400 Devotion benefit now grants the ally you give a holy stone to the benefits of your Holy Stone.

  • Zelyriss or Zelymeth:

    • The 300 Devotion “Command of Zelyriss” no longer provides blanket immunity to being attacked by the undead. Undead that are being controlled by something may now be commanded to attack you.

    • 400 Devotion “Limbs of Zelyriss” will now give you an additional instance of the Extra Arms rank 6 bio-mod, provided you already had that bio-mod upon reaching this level.

Classes:

  • Gifted - Connector’s “Psionic Stress Dispersal 1” ability has been moved from rank 0 to rank 3, and can no longer be combined with Psionic Web Manipulation.

  • Gifted - Connector’s “Psionic Web Manipulation” now uses a free action (was at-will) and can only be used during the character’s first turn in an encounter.


Familiars:

  • The Shadow Stalker is now immune to Corrupt Blight damage.

  • Dire Canikarrians have a familiar benefit now. We meant to do it for the April changelog, but forgot. Sorry about that.

  • The Feral Werewolf and Feral Dire Werewolf’s familiar benefits may now grant you rank 0 of the True Therianthrope class at any time, even if you don’t have any Therianthropy bio-mods.

  • The Armor Mimic’s familiar benefit now allows you to “feed” it any piece of clothing or chest armor of any type. Doing so reduces that piece to junk quality, but allows it to transform into that piece, granting you all the benefits of that piece.

  • The Repeating Shot weapon enchantments have been made 1 CL higher. All levels of this enchantment except Repeating Shot 1 now automatically load the weapon after 2 rotations, unless you load it yourself first.

  • The Trade-offs bonus trait’s “Wanted Criminal” option now gives your character a variable bounty of 5+1D100 Gold pieces. Don’t worry, the crime doesn’t have to match the bounty. You can have a 105 Gold bounty for looking at someone wrong, or a 6 Gold bounty for murder.

  • The Do-Gooder bonus trait’s requirements now exclude ranks of True Therianthrope and Vampire when comparing the number of Rogue class ranks and the number of non-Rogue ranks. This means you can no longer make guards automatically trust you just by having the best vampirism bio-mods.

  • The Warrior class’s starting gold has been lowered to 14 (was 20)

  • The Longer Tail rank 4 bio-mod now makes your tail 6+3D12 inches longer, (previously did not have a value for tail length)



Artifacts

  • Holy Symbols, Relics, Blessed Relics, and Holy Relics, and “Gift” artifacts have been condensed into single entries in their respective rarity tiers. This was done to reduce the footprint of these artifacts on the artifact tables, as well as for better organization. This should make it much less likely for you to get one of them when receiving a random artifact, for better or worse.

  • Toxic Dynamo (Prized) now inflicts 10 levels of the Poisoned, Bleeding, and/or Diseased status effects (was 1 level)


Armor:

  • Almost every piece of armor has had its DR value tweaked.

Weapons:

  • Chain Crossbow (Prized Crossbow): This weapon was tweaked slightly for clarity and improved functionality.

Creatures

  • Corrupt Dead Brutes have been tweaked and given a significant buff to reflect the danger they are meant to represent.

  • Verdagi had their health increased to better reflect their danger and durability.

  • Verdigasi had their health increased to better reflect their danger and durability.

  • Girragi had its health increased to better reflect their danger and durability.

  • Terragi had its health increased to better reflect their danger and durability.

  • Ettigasi had its health increased to better reflect their danger and durability.

  • Jotunagi had its health increased to better reflect their danger and durability.

Enchantments

  • Most % based jewelry enchantments have been replaced with static values. This is a buff in most instances and should improve their functionality over all.

  • Shadow Strike 1-5: The 20% damage increase has been replaced with a specific amount of damage that scales with the sneak skill.

  • Steal Health 1-5: No longer heals based on the damage dealt and instead heals a specific amount.

  • Chilling 1 and 2: These enchantments now give the chilled status.

  • Chilling 3-5: Have been removed.


Perks

  • Dragon Chest is now Dragon Chest 1, does not scale with level, gives twice the benefit, and has only 1 rank.

  • Better Criticals (Level 16) now gives a dice based damage increase instead of a % based increase.

  • A lot of perks have had minor tweaks made, particularly those that scale with the character’s level.

Races:

  • Harpy Siren subrace: Dagger Feathers got a small buff.


Spells:

  • Alteration: All ‘counter’ spells have had the DR maximum removed.

  • Evocation: The summon elemental spells have been tweaked and their CL lowered from CL 7 to CL 4.

  • Bard: Nine Tails of Ego (CL 4) removed the % increase of damage with a specific increase based on proficiencies.

  • Bard: Nine Tails of Superego (CL 6) removed the % increase of damage with a specific increase based on proficiencies.