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Messages - Easy To Remember

#31
Bug Reports / Summon Creature 7 Dog
February 08, 2020, 03:43:52 PM
With a +2 bonus, Summon Creature 4 correctly summoned a Summon Creature 6 dog.

However, casting Summon Creature 5 with this same boost didn't result in a Summon Creature 7 dog, but instead a Summon Creature 6 dog with a permanent duration, even persisting through rests.

The creature's name in question, both VI and VII for dog theme, is Two Headed Doom Hound.
#32
Screen Shots & Obituaries / Re: Beodda, son of Aethwin
January 19, 2020, 11:44:30 AM
Sorry to see you go!

I enjoyed interacting with Beodda quite a lot across multiple characters, both assisted and hindered. He always seemed like a very human take on a paladin, which otherwise, as a class, can often appear really rigid and robotic.
#33
Suggestions / Re: Thoughts on Conjuration
January 03, 2020, 07:09:51 PM
I've more or less been using exclusively the dog theme, and I'd say they're underwhelming enough that I wouldn't do so if it wasn't thematically appropriate for my current PC. They have very high saving throws, at tier 4 and higher especially, to make up for a total lack of any other defensive quirks, but compare them to elementals at almost every tier and there's no contest. That said, it's not super egregious considering that dogs cost fewer summoning points than most themes, and it works out if their niche is meant to be cheap swarms.

Tiers 1 and 2 are very weak, tiers 3 and 4 have solid use, but the Mottled Planar Hound at tier 5 is quite a letdown; he's cute and cool, a good dog, but he uses his spit twice and his spells once each and then proceeds to weakly 1 APR melee for most of his time conjured.

The tier 6 is terrifying, solid within its niche especially if you toss a few buffs on it, and has an awesome model, but I'm not entirely certain its AB or APR actually increase when it casts Divine Power. It's difficult to test as, also, it often just refuses to ever cast it. Still though, a good dog.

As for other themes, I mostly agree regarding Astral. But the theme also has the big advantage of the summoned creatures lacking collision, letting you avoid boxing in your allies while five superimposed summons stacked on one another all bop down the same target. Tier 3 for Astral in particular, Summoned Psychic Hound, is very strong thanks to the spell it casts and is also, coincidentally, a good dog.
#34
Screen Shots & Obituaries / Re: Hawthorne Ebersol
December 12, 2019, 04:57:02 AM
I enjoyed my conversations with Ebersol, particularly the super neat theory on 'Wizard Madness' he presented that has stuck since. I'm bummed I wasn't around more, and genuinely bummed you're retiring him, but your reasons are totally understandable and I hope you have more fun with your next.
#35
Bug Reports / Re: Scribed Ward Area Bug
December 09, 2019, 06:07:35 AM
This is still an issue, unfortunately.
#36
Bug Reports / Feeblemind
December 03, 2019, 12:55:19 AM
QuoteFeeblemind has a 30% chance of dispelling the target from ALL PfA effects (effect applied before the save against confusion).
Spell Focus and Greater Spell Focus Divination increases the chance to dispel PfA effects by 60% and 90% respectively.

Feeblemind does not dispel PfA effects as mentioned above. Or, at the very least, SF and GSF Divination don't boost the chance at all.


Feeblemind also instantly destroys any placables struck with it that can be targeted; chairs explode if their zero intelligence is disturbed it seems.
#37
Suggestions / Re: King's Gifts: Massive Minus to Hide/MS
November 29, 2019, 10:34:31 PM
I'd agree with this.
#38
Bug Reports / Re: Future's Pain
November 29, 2019, 03:07:00 AM
Despite being a 4th level spell, Future Pain's damage/stun trigger, but not the initial casting, is blocked by magic immunity from Blur and Globe sometimes, but not always? I've seen it happen, but can't recreate it in testing.
#39
Bug Reports / Re: Lair Resource Not Accepted
November 25, 2019, 06:43:19 PM
Strange. I just tried turning them in at "The Hall" with no luck.
#40
Royal Candles still don't work properly. They tend to vanish at random, and give no points to strongholds before doing so.
#41
Bug Reports / Re: Rusty Acid Spitter
November 20, 2019, 11:20:54 PM
This one is still bugged. Sorry for the bother.
#42
Bug Reports / Re: Future's Pain
November 20, 2019, 11:20:17 PM
Still both issues. There's no knockdowns occurring and, often, the DC seems to fluctuate a bit randomly.
#43
Bug Reports / Smokebeard's Smokeshop Holdables
November 15, 2019, 07:54:34 AM
Both pipes have correctly had their weight reduced, but "Loose Cigarette" and "Fancy Cigar" still weigh four pounds.

Super cool all the same, though.
#44
Bug Reports / Re: Fissue QA - Warrens of the Smudgescales
November 11, 2019, 10:08:02 AM
I'm not sure whether they were only pulling from other rooms, or if the quest was also spawning far more enemies than usual, but something was definitely off about the sheer numbers. In Smudgescales, the last boss was the only enemy in the final room, as his entire guarding bunch had ran towards the start of the area.

It wasn't this reset, but a few ago there was a similar issue with Astrolab Part 2, where there were far more enemies than usual.
#45
Can confirm. Arcane Focus: Wizard Fire from Jebedeezra in Ticker Square and Arcane Focus: Jewel Encrusted Dagger from Magus Naoli Thrazulebh in the Peerage Ward also refresh their points if they're in your inventory when you rest, but not if you rest while wielding them.