Update 3/20/2026
Posted: Sat Mar 21, 2026 7:58 am
Changelog by Flattedfifth
Bug Fixes:
-Corrected error where half-outsider caster RPrC was only progressing knight feats if it was also progressing casting. It will now progress knight feats even if you chose to progress casting in a different class.
-Corrected error where caster level for prestige classes that expand base caster classes was reported incorrectly when the player only had 1 level of the prestige class.
-Fixed error where practiced invoker feat was being counted twice.
-Fixed error where practiced spellcaster feat could raise CL above 30 for many classes.
-Fixed error where ECL was being calculated incorrectly for template undead PCs.(Not retroactive)
General Mechanical Changes:
-”Release Spells” button in PC tools no longer cancels persistent racial or feat effects and no longer unsummons non-partied allies such as those from the warlock invocation “Call of the Beast”. That is now handled by a separate “Release Allies” button.
-”Release Spells”, “Release Allies”, and “Release Both” buttons added to main section of PC Tools. The original “Release Spells” button is still where it was and still functions the same, haven’t decided what to do with it yet.
-Each character can now loot chests once every 6 hours. Now it doesn't matter whether you go to an area alone or with others you will still get the same rewards. The 6 hour cooldown also resets on server reset, so if you loot a chest a few minutes before server reset and then go back again just after reset, you can still loot the chest. But then not again for another 6 hours.
-Replaced all instances of default function GetHitDice() with custom function that returns levels a character SHOULD have based upon their xp. This means that even if you don’t level up, your existing feats that read your level for their power base will already be increased in power, such as Situational Awareness. Also means you can no longer metagame by “banking” xp; ie, deliberately refusing to level up so that you can continue to grind an easy area for the xp rewards of a lower level. Note that the new function will return regular Hit Dice for NPCs, so this will not affect spells and effects that read the HD of enemies.
-Level 25+ XP penalty removed.
-ECL xp returned to base game stats. Your XP is “taxed” based on a number that will result in your having to earn over time the same total of XP to get to lvl 30 as if you had an engine-support ECL value. This ECL tax does not come into effect, though, until your level is greater than your ECl. So for example an ECL 6 character earns xp as an ECL 0 at level 1, as ECL 1 at level 2, and so on until level 7 when you have your full ECL “tax”. Note also that XP from turning in skulls, corpses, runes, books, etc to the various NPCs who want them is not taxed in this way.
-Nature Warrior Armor of the Crocodile feat now provides +4 stacking natural AC at level 5 instead of +3. No longer stacks with AC from the Gatecrasher, Invisible Blade, or Duelist prestige classes.
-Gatecrasher AC bonus no longer stacks with Nature Warrior Armor of the Crocodile feat.
-Lady’s Ward no longer listed as possible debtor location in Debtor’s Pole quest. This is because debtor npcs have not spawned there since the introduction of the Jester’s Palace and I’m too busy to figure out why. Maybe the trigger that reads the local string on the PC for this was accidentally removed? Maybe the waypoint the npc spawns at was? Both? Don’t know, for now I don’t care. For now the debtors are too poor to be hanging out in the Lady’s Ward.
-Further refinements to how Darkness and Light spells interact with each other.
TLK-Only Changes:
-Draconic Heritage feat description now warns a player that dragons, dragonborn, and kobolds receive the feat for free and they should therefore not choose it if playing a dragon, dragonborn, or kobold. Not possible within constraints of game engine to make it unavailable for choosing for specific races only, not unless I gave every race a new qualifier feat for it except for those three. And that would be a pita.
-Body Equilibrium Psion Power
Has always made you immune to both entangle and knockdown. Now says so in the description.
New Chat Commands: Social Skill RP rolls
Six new chat commands, five of which cause opposed rolls between you and nearby PCs (20 feet if talking, 10 feet if whispering or using Sleight of Hand for card tricks, hiding loot, etc). Result of your own roll is shown to you but you will not see what others roll. Others only know whether they succeed or fail (and if they fail they may not get any message, in the case of bluff or sleight of hand). All results are sent to DM channel. To avoid spamming the DM Channel, do NOT use these commands when a DM is running an event UNLESS the DM ASKS you to do so.
Usage:
You can either type what you wish to say, if anything, and then the command. Such as
“I love slaadi stew”
#Lie
Or type the command followed by what you want to say all in one go, such as
“#Lie Layla is actually a cursed Celestial and all she needs is a shag from you to become a beautiful Aasimon”
The commands:
-#Appraise or #Haggle:
You roll highest of: Appraise, ⅔ Bluff, ⅔ Diplomacy, or ⅔ Perform.
Nearby PCs roll highest of : Appraise, ⅔ Will Save, ⅔ Bluff, or ⅔ Diplomacy.
-#Bluff or #Lie:
You roll highest of: Bluff, ⅔ Diplomacy, or ⅔ Perform.
Nearby PCs roll highest of :Bluff, Spot, Listen, or ⅔ Diplomacy.
-#Diplomacy or #Persuade:
You roll highest of: Diplomacy, ⅔ Bluff, or ⅔ Perform
Nearby PCs roll highest of: Concentration, Diplomacy, ⅔ Will Save, or ⅔ Bluff
-#Intimidate or #Threat:
You roll highest of: Intimidate, ⅔ Bluff, ⅔ Diplomacy, or ⅔ Perform.
Nearby PCs roll highest of: Intimidate, Concentration, ⅔ Will, or ⅔ Diplomacy.
-#Sleight
You roll higher of: Sleight of Hand or ⅓ Reflex save.
Nearby PCs roll highest of : Spot, ⅔ Sleight of Hand, or 1/2 Search.
#SocialRollRules:
Gives this information.
#ToggleSocial:
DM-Only command that turns off DM-Channel reporting of the results of these rolls. DMs can use it if you spam them too much so that they don’t get annoyed. Has no effect if a player types this command.
When used the first time each reset, the chat command will also send the player who is using the command a reminder that they can read this information by typing #SocialRollRules. Afterwards they do not get a reminder again until next reset.
Psion and Psychic Warrior Changes:
-For now resting and leveling up no longer deactivates metapsionics because right now doing so is not turning off the GUI indicators that they are on, which leads to confusion. In order to have resting turn off the GUI indicators I would have to know what XML file sets the GUI, which is not documented. In future, when I can find the right xml file so I can have the “deactivated” textures applied to the GUI then maybe resting will turn metapsionics off again. For now you’ll just have to toggle them on and off manually.
-Inertial Armor
Psychokinesis
Level: Psion/wilder 1, Psychic Warrior 1
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 1
Metapsionics: Extend
Your mind generates a tangible field of force that provides a +6 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction.
The armor bonus provided by inertial armor does not stack with bonuses provided by armor enhancements.
Augment: When augmented, Inertial Armor also provides 20% concealment
If a Githyanki or Githzeri manifests this power, then the 20% concealment occurs automatically and becomes 25% if augmented.
-Psionic Body Adjustment (feat, not power)
Prerequisite: Psionically Gifted
Innate Level: 3
Range: Self
You take control of your body’s healing process, curing yourself of 1d12 points of damage + 2 per character level.
-Body Adjustment Psi/Psy Level 2 power
Psychometabolism (Healing)
Level: Psion/wilder 3, psychic warrior 2
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: Psion/wilder 5, psychic warrior 3
Metapsionics: Empower, Maximize, Twin
You take control of your body's healing process, curing yourself of 1d12 damage + 1 per caster level, max +10.
-Dispelling Buffer:
Psychokinesis
Level: Kineticist 6, psychic warrior 6
Manifesting Time: 1 standard action
Range: Personal or close (25 ft. + 5 ft./2 levels); see text
Target: You or one willing creature or one object; see text
Duration: 1 hour/level
Saving Throw: None
Power Resistance: No
Power Points: 11
Metapsionics: Extend
You create a psychokinetic shield around yourself that grants spell resistance of 20% + 1 per manifester level, max 40%.
Augment: Raises both the Spell Resistance and the maximum by 5.
-Force Screen:
Psychokinesis [Force]
Level: Psion/wilder 1, psychic warrior 1
Manifesting Time: 1 standard action
Range: Personal
Target: Self, Ally
Duration: 1 hour / level
Power Points: 1
Metapsionics: Extend
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +6 shield bonus.
Augment: When augmented, Force Screen also provides DR 5/ Cold Iron.
-Mental Barrier
Clairsentience
Level: Psion/wilder 3, psychic warrior 3
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour / manifester level
Power Points: 5
Metapsionics: Augment, Extend
You project a field of improbability around yourself, creating a protective shell. You gain a +4 deflection bonus to Armor Class. This increases by +1 for every 5 manifester levels, maximum +6.
Augment: When this power is augmented you gain an additional +1 AC but the maximum remains 6, so there is no point in augmenting if your manifester level is 10 or higher.
-Oak Body
Psychometabolism
Level: Psion/wilder 7, psychic warrior 5
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: Psion/wilder 13, psychic warrior 9
Metapsionics: Extend
This power transforms your body into living oak, which grants you several advantages. You gain damage reduction 10/ slashing and a +6 non-stacking bonus to natural armor. You are immune to ability damage, blindness, deafness, disease, drowning, poison and stunning. You take only half damage from cold effects of all kinds. However, you gain vulnerability to fire.
Augment: This power lasts 5 extra minutes.
-Form of Doom
Psychometabolism
Level: Psychic warrior 6
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11
Metapsionics: Augment, Extend
You wrench from your subconscious a terrifying visage of deadly hunger and
become one with it. You are transformed into a nightmarish version of
yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a
fright-inducing countenance. You retain your basic shape and can continue to
use your equipment. This power cannot be used to impersonate someone; while
horrible, your form is recognizably your own.
You gain the frightful presence extraordinary ability, which takes effect
automatically. Opponents within 30 feet of you that have fewer Hit Dice or
levels than you become shaken for 5d6 rounds if they fail a Will save
(DC 16 + your Cha modifier). An opponent that succeeds on the saving throw
is immune to your frightful presence for 24 hours. Frightful presence is a
mind-affecting fear effect.
Your horrific form grants you a natural armor bonus of +6, damage reduction
5/-, +6 bonus to your Strength score, and +10 to Intimidate skill. In addition,
you gain +33% to your land speed.
A nest of violently flailing black tentacles sprout from your hair and back.
Each round these tentacles make up to 4 attacks divided evenly between all
nearby enemies. These are touch attacks made at your base attack bonus +
1/2 your Strength or 1/2 your Dexterity, whichever is higher, and deal
1d8 points of bludgeoning damage plus one-half your Strength bonus on each
successful strike, plus an additional 1d8 magic damage + 1/2 your Wisdom.
Characters who have weapon focus feats in Creature Weapons will have those
bonuses applied to their tentacle attack rolls. Those characters with weapon
specialization feats will have those bonuses applied to the bludgeoning
portion of the damage.
This power functions only while you inhabit your base form (for instance,
you can’t be metamorphed or polymorphed into another form, though you can
use, claws of the beast, and bite of the wolf in conjunction with this power
for your regular attacks), and while your mind resides within your own body.
Augment: You gain an additional 2 tentacle attacks and the save DC is raised by 2.
Bug Fixes:
-Corrected error where half-outsider caster RPrC was only progressing knight feats if it was also progressing casting. It will now progress knight feats even if you chose to progress casting in a different class.
-Corrected error where caster level for prestige classes that expand base caster classes was reported incorrectly when the player only had 1 level of the prestige class.
-Fixed error where practiced invoker feat was being counted twice.
-Fixed error where practiced spellcaster feat could raise CL above 30 for many classes.
-Fixed error where ECL was being calculated incorrectly for template undead PCs.(Not retroactive)
General Mechanical Changes:
-”Release Spells” button in PC tools no longer cancels persistent racial or feat effects and no longer unsummons non-partied allies such as those from the warlock invocation “Call of the Beast”. That is now handled by a separate “Release Allies” button.
-”Release Spells”, “Release Allies”, and “Release Both” buttons added to main section of PC Tools. The original “Release Spells” button is still where it was and still functions the same, haven’t decided what to do with it yet.
-Each character can now loot chests once every 6 hours. Now it doesn't matter whether you go to an area alone or with others you will still get the same rewards. The 6 hour cooldown also resets on server reset, so if you loot a chest a few minutes before server reset and then go back again just after reset, you can still loot the chest. But then not again for another 6 hours.
-Replaced all instances of default function GetHitDice() with custom function that returns levels a character SHOULD have based upon their xp. This means that even if you don’t level up, your existing feats that read your level for their power base will already be increased in power, such as Situational Awareness. Also means you can no longer metagame by “banking” xp; ie, deliberately refusing to level up so that you can continue to grind an easy area for the xp rewards of a lower level. Note that the new function will return regular Hit Dice for NPCs, so this will not affect spells and effects that read the HD of enemies.
-Level 25+ XP penalty removed.
-ECL xp returned to base game stats. Your XP is “taxed” based on a number that will result in your having to earn over time the same total of XP to get to lvl 30 as if you had an engine-support ECL value. This ECL tax does not come into effect, though, until your level is greater than your ECl. So for example an ECL 6 character earns xp as an ECL 0 at level 1, as ECL 1 at level 2, and so on until level 7 when you have your full ECL “tax”. Note also that XP from turning in skulls, corpses, runes, books, etc to the various NPCs who want them is not taxed in this way.
-Nature Warrior Armor of the Crocodile feat now provides +4 stacking natural AC at level 5 instead of +3. No longer stacks with AC from the Gatecrasher, Invisible Blade, or Duelist prestige classes.
-Gatecrasher AC bonus no longer stacks with Nature Warrior Armor of the Crocodile feat.
-Lady’s Ward no longer listed as possible debtor location in Debtor’s Pole quest. This is because debtor npcs have not spawned there since the introduction of the Jester’s Palace and I’m too busy to figure out why. Maybe the trigger that reads the local string on the PC for this was accidentally removed? Maybe the waypoint the npc spawns at was? Both? Don’t know, for now I don’t care. For now the debtors are too poor to be hanging out in the Lady’s Ward.
-Further refinements to how Darkness and Light spells interact with each other.
TLK-Only Changes:
-Draconic Heritage feat description now warns a player that dragons, dragonborn, and kobolds receive the feat for free and they should therefore not choose it if playing a dragon, dragonborn, or kobold. Not possible within constraints of game engine to make it unavailable for choosing for specific races only, not unless I gave every race a new qualifier feat for it except for those three. And that would be a pita.
-Body Equilibrium Psion Power
Has always made you immune to both entangle and knockdown. Now says so in the description.
New Chat Commands: Social Skill RP rolls
Six new chat commands, five of which cause opposed rolls between you and nearby PCs (20 feet if talking, 10 feet if whispering or using Sleight of Hand for card tricks, hiding loot, etc). Result of your own roll is shown to you but you will not see what others roll. Others only know whether they succeed or fail (and if they fail they may not get any message, in the case of bluff or sleight of hand). All results are sent to DM channel. To avoid spamming the DM Channel, do NOT use these commands when a DM is running an event UNLESS the DM ASKS you to do so.
Usage:
You can either type what you wish to say, if anything, and then the command. Such as
“I love slaadi stew”
#Lie
Or type the command followed by what you want to say all in one go, such as
“#Lie Layla is actually a cursed Celestial and all she needs is a shag from you to become a beautiful Aasimon”
The commands:
-#Appraise or #Haggle:
You roll highest of: Appraise, ⅔ Bluff, ⅔ Diplomacy, or ⅔ Perform.
Nearby PCs roll highest of : Appraise, ⅔ Will Save, ⅔ Bluff, or ⅔ Diplomacy.
-#Bluff or #Lie:
You roll highest of: Bluff, ⅔ Diplomacy, or ⅔ Perform.
Nearby PCs roll highest of :Bluff, Spot, Listen, or ⅔ Diplomacy.
-#Diplomacy or #Persuade:
You roll highest of: Diplomacy, ⅔ Bluff, or ⅔ Perform
Nearby PCs roll highest of: Concentration, Diplomacy, ⅔ Will Save, or ⅔ Bluff
-#Intimidate or #Threat:
You roll highest of: Intimidate, ⅔ Bluff, ⅔ Diplomacy, or ⅔ Perform.
Nearby PCs roll highest of: Intimidate, Concentration, ⅔ Will, or ⅔ Diplomacy.
-#Sleight
You roll higher of: Sleight of Hand or ⅓ Reflex save.
Nearby PCs roll highest of : Spot, ⅔ Sleight of Hand, or 1/2 Search.
#SocialRollRules:
Gives this information.
#ToggleSocial:
DM-Only command that turns off DM-Channel reporting of the results of these rolls. DMs can use it if you spam them too much so that they don’t get annoyed. Has no effect if a player types this command.
When used the first time each reset, the chat command will also send the player who is using the command a reminder that they can read this information by typing #SocialRollRules. Afterwards they do not get a reminder again until next reset.
Psion and Psychic Warrior Changes:
-For now resting and leveling up no longer deactivates metapsionics because right now doing so is not turning off the GUI indicators that they are on, which leads to confusion. In order to have resting turn off the GUI indicators I would have to know what XML file sets the GUI, which is not documented. In future, when I can find the right xml file so I can have the “deactivated” textures applied to the GUI then maybe resting will turn metapsionics off again. For now you’ll just have to toggle them on and off manually.
-Inertial Armor
Psychokinesis
Level: Psion/wilder 1, Psychic Warrior 1
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 1
Metapsionics: Extend
Your mind generates a tangible field of force that provides a +6 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction.
The armor bonus provided by inertial armor does not stack with bonuses provided by armor enhancements.
Augment: When augmented, Inertial Armor also provides 20% concealment
If a Githyanki or Githzeri manifests this power, then the 20% concealment occurs automatically and becomes 25% if augmented.
-Psionic Body Adjustment (feat, not power)
Prerequisite: Psionically Gifted
Innate Level: 3
Range: Self
You take control of your body’s healing process, curing yourself of 1d12 points of damage + 2 per character level.
-Body Adjustment Psi/Psy Level 2 power
Psychometabolism (Healing)
Level: Psion/wilder 3, psychic warrior 2
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: Psion/wilder 5, psychic warrior 3
Metapsionics: Empower, Maximize, Twin
You take control of your body's healing process, curing yourself of 1d12 damage + 1 per caster level, max +10.
-Dispelling Buffer:
Psychokinesis
Level: Kineticist 6, psychic warrior 6
Manifesting Time: 1 standard action
Range: Personal or close (25 ft. + 5 ft./2 levels); see text
Target: You or one willing creature or one object; see text
Duration: 1 hour/level
Saving Throw: None
Power Resistance: No
Power Points: 11
Metapsionics: Extend
You create a psychokinetic shield around yourself that grants spell resistance of 20% + 1 per manifester level, max 40%.
Augment: Raises both the Spell Resistance and the maximum by 5.
-Force Screen:
Psychokinesis [Force]
Level: Psion/wilder 1, psychic warrior 1
Manifesting Time: 1 standard action
Range: Personal
Target: Self, Ally
Duration: 1 hour / level
Power Points: 1
Metapsionics: Extend
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +6 shield bonus.
Augment: When augmented, Force Screen also provides DR 5/ Cold Iron.
-Mental Barrier
Clairsentience
Level: Psion/wilder 3, psychic warrior 3
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour / manifester level
Power Points: 5
Metapsionics: Augment, Extend
You project a field of improbability around yourself, creating a protective shell. You gain a +4 deflection bonus to Armor Class. This increases by +1 for every 5 manifester levels, maximum +6.
Augment: When this power is augmented you gain an additional +1 AC but the maximum remains 6, so there is no point in augmenting if your manifester level is 10 or higher.
-Oak Body
Psychometabolism
Level: Psion/wilder 7, psychic warrior 5
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: Psion/wilder 13, psychic warrior 9
Metapsionics: Extend
This power transforms your body into living oak, which grants you several advantages. You gain damage reduction 10/ slashing and a +6 non-stacking bonus to natural armor. You are immune to ability damage, blindness, deafness, disease, drowning, poison and stunning. You take only half damage from cold effects of all kinds. However, you gain vulnerability to fire.
Augment: This power lasts 5 extra minutes.
-Form of Doom
Psychometabolism
Level: Psychic warrior 6
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11
Metapsionics: Augment, Extend
You wrench from your subconscious a terrifying visage of deadly hunger and
become one with it. You are transformed into a nightmarish version of
yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a
fright-inducing countenance. You retain your basic shape and can continue to
use your equipment. This power cannot be used to impersonate someone; while
horrible, your form is recognizably your own.
You gain the frightful presence extraordinary ability, which takes effect
automatically. Opponents within 30 feet of you that have fewer Hit Dice or
levels than you become shaken for 5d6 rounds if they fail a Will save
(DC 16 + your Cha modifier). An opponent that succeeds on the saving throw
is immune to your frightful presence for 24 hours. Frightful presence is a
mind-affecting fear effect.
Your horrific form grants you a natural armor bonus of +6, damage reduction
5/-, +6 bonus to your Strength score, and +10 to Intimidate skill. In addition,
you gain +33% to your land speed.
A nest of violently flailing black tentacles sprout from your hair and back.
Each round these tentacles make up to 4 attacks divided evenly between all
nearby enemies. These are touch attacks made at your base attack bonus +
1/2 your Strength or 1/2 your Dexterity, whichever is higher, and deal
1d8 points of bludgeoning damage plus one-half your Strength bonus on each
successful strike, plus an additional 1d8 magic damage + 1/2 your Wisdom.
Characters who have weapon focus feats in Creature Weapons will have those
bonuses applied to their tentacle attack rolls. Those characters with weapon
specialization feats will have those bonuses applied to the bludgeoning
portion of the damage.
This power functions only while you inhabit your base form (for instance,
you can’t be metamorphed or polymorphed into another form, though you can
use, claws of the beast, and bite of the wolf in conjunction with this power
for your regular attacks), and while your mind resides within your own body.
Augment: You gain an additional 2 tentacle attacks and the save DC is raised by 2.