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Topics - derfo

#1
Announcements / PVP Rules Update
May 11, 2018, 01:02:49 AM
Some may have noticed some "gray NPCs" with disclaimers regarding PVP. These NPCs are considered ones that can be one where PVP can occur in its vicnity without DM confirmation (though of course you must still alert the DM channel). Provided all NPCs in the vicinity have this disclaimer, you can initiate PVP with confirmation. DM supervision is required to continue PVP should NPCs without the disclaimer enter the vicinity of the PVP event. 

PVP rules in general have not been updated - however, please consider the below a condensed overview of the PVP rules in current times (outside of a comprehensive overview of specific ability and skill caveats) that we expect players to know and abide.

Ultimately the gray NPCs should be considered to have the following going forward:

"Normally Dungeon Master (DM) supervision is needed to enter player versus player (PvP) combat around Non-Player Characters (NPCs), because the NPCs might react to the combat. This NPC has a grey name because you are allowed to ignore it for the purposes of PvP combat. IF THERE ARE NO NPCS NEARBY THAT REQUIRE YOU TO CONTACT A DM, YOU CAN INITIATE PVP WITHOUT DM SUPERVISION."


QuoteQuick PVP Primer

"Player Versus Player conflict" (PVP) is defined as intentional hostile action from one player character towards another player character. This includes but is not limited to things such as attempting to pickpocket another player, casting a hostile spell, yanking their pack, and/or throwing rotten fruit at them. If in doubt as to what constitutes PVP or any of the rules, please contact a dungeon master (DM) for clarification. Another player character can be engaged in PVP for any in-character (IC) reason, though bear in mind that your IC actions have IC consequences, and an out-of-character (OOC) inability to follow the rules will have OOC consequences.

PVP modes:

Subdual Mode (activated via "/c subdual subdual"): In subdual mode, when a player character is reduced to zero health points, they will instead be beaten to the ground and stay at one health point, unable to perform actions for a time. If you are subdued in PVP (indicated by a red [Subdued] appearing above your character) then you should stay down/inactive (consider using the "/e fall" command to fall over) until given OOC permission to act IC by the subduing party or a DM. Subdual mode should be the most common mode used in PVP for engaging player characters in conflict and furthering stories.

Blackout Mode (activated via "/c subdual blackout"): In blackout mode, when a player character is reduced to zero health points, they are knocked unconscious and transported to a "blackout" area to represent this. A placable/item is then spawned to represent a corpse which is able to be awoken/moved by the party that knocked the player unconscious (or perhaps other parties). If you are knocked unconscious in PVP (indicated by a red [Unconscious] appearing above your character) then you should stay down (consider using the "/e fall" command to fall over) until given OOC permission to act by the subduing party or a DM. Blackout mode should generally only be used to support an IC need such as kidnapping or moving a subdued player character.

Full Damage Mode (activated via "/c subdual full") In full damage mode, when a player character is reduced to negative ten hit points, they die. This is the same as a death to general dangers, though with the exception that you cannot respawn from a PVP death. It is possible to prevent a player character from being raised or resurrected as well with further action. Full damage mode should be reserved for when you intend to kill a deserving player character in a significant point in their story. This mode should almost always be after repeated conflict or a significant story event, though can be for something else, such as killing a monster or egregious actions as well.

Initiating PVP

It is the responsibility of the initiating party to do the following:

- If intending to damage or use a hostile effect on another player character (the significant majority of effects besides pickpocketing or throwing rotten fruit), it is required to "dislike" a player character and those not allied with you in the vicinity, which sets them as a hostile creature. This is possible using a number of methods, though using the command "/c hostile --help" and "/c setally --help" is recommended to find the most efficient way to do so.
- Send a notice to the DM channel alerting your intention to PVP. This is required regardless of circumstances or how "minor" an action may be. It gives the DM team the best possibility of dropping what they're doing and overseeing the PVP event, ensuring that it can be mediated if necessary. An easy way to do this is to use the command "/c pvp", which will send a message quickly to the DM channel notifying your intention to PVP (however a more in-depth explanation for certain situations is welcome).
- Confirm DM presence if in a NPC populated area. A DM is required to PVP in the vicinity of the majority of NPCs (with some exceptions listed in the section below). A confirmed DM presence is not necessary provided there are no NPCs present, or present in the vicinity of only NPCs you are specifically allowed permission to PVP in the vicinity of (see exceptions). Note that if a PVP event spills into a NPC populated area, it is still the initiator's responsibility to ensure a DM is supervising in order to continue the PVP event.
- If in doubt it is OOCly acceptable to initiate, confer with a DM.

Responding to PVP

If PVP is initiated upon your player character, you are allowed to use whatever IC response you deem appropriate, provided the OOC rules are followed. It is not your responsibility to seek out a DM (though you are welcome to attempt to do this if you deem it necessary, use best judgement).

Exceptions

- Some areas are designated to use the spar mode for friendly sparring, which are generally exempt from worrying too much about the rules above. Use best judgement or confer with a DM.

- Some player characters with an authoritative position in certain NPC areas are allowed to initiate PVP without the step of confirming DM presence, provided the other rules are followed. They must bear the consequences of failure without NPC support should they be defeated. They do not have an OOC authority to let other player characters initiate on their own. See respective faction forums for details.

- Intentionally targeting non-monstrous player characters that are obviously very new or low level, while merited in certain situations depending on a number of factors, is not allowed. Again, use best judgement or confer with a DM.

Thanks for playing fair. This may be subject to further updates - if you have questions, let me know.
#2
Announcements / Prelude: The Doomed Village
April 07, 2018, 07:02:15 PM
The premise of this prelude is as follows:

QuoteYet another of the vestigial holdouts which dot the surface wasteland has survived uneventfully for numerous years. However, the threat of imminent doom lurks ever closer in the form of the Dread forces on the horizon, as scouts report patrols of enthralled drow with greater proximity.

To the ambivalence of the village's inhabitants, one purported day, a robed wizard known as a "Spellguard Agent" appeared in a dazzling array of magic. The mage promised them salvation, of which all accepted, unbeknownst whether they truly believed him or simply because they lacked any other option. However, this salvation came with its own revelation and ultimatum to the people. They were told they first needed to kill all enthralled who numbered among their own.

Characters will be randomly chosen to fall within one of the following two groups:

Quote"SURVIVOR": A simple survivor of the village who makes him the majority of the village, seeking salvation. They can find it by either killing all thralls who number among them after scavenging detection tools (or making assumptions), or finding an alternate route to escape from the doomed village. Scavenging the areas surrounding the village will assist them with these goals.

Quote"IMPLANTEE": One way or another, you woke up with strange sensations in your mind and stranger powers you did not fully comprehend at first. The feeling of an adrenal fluid rushing through your body, or being able to see things you know you shouldn't, came and went until you grasped one of these abilities with middling expertise. You have retained your consciousness, though are unsure if you are to soon serve a dread master or other aberrant power (or unwittingly currently do). Perhaps horrifically, the idea of killing the other survivors has always enticed you once you were "initiated".

For whatever reason and however possible, you've managed to conceal the fact that you had this power to anyone else. That will clearly increase in difficulty substantially with the recent revelation. Though, it has also enlightened you that others are in a similar situation as yourself. You need only find and associate with them. You sense that either killing all of the "uninitiated" and/or finding an alternate route to escape from the doomed village will offer you deliverance.

All players are welcome, just show up. Though, characters should be as follows:

Race: Any available standard race besides goblin and kobold
Class: Any
Alignment: Any
Other:
- An actual will to survive (you won't just pout or quit if you don't get the side you want)
- It is expected you are on full death PVP mode for the entirety of this prelude ("/c subdual full", as always, obey PVP rules)
- Roleplay your stats (definitely acceptable to try to be a powerful character, but you should not be a great liar without bluff, particularly observant with low wisdom, etc.)
- No class perks (though survivors of the prelude will be able to take them)

Those who survive may find themselves with significant benefits and/or plot hooks in the main story depending on what happens.

This is tentatively scheduled for 4:00 PM Pacific Time, Sunday, April 15. If you have questions, get in touch with me.
#3
Announcements / Brief Monstrous PC Opportunities
October 07, 2017, 08:17:40 AM
Hello,

I'd like to try out offering players an opportunity to play monsters for an event, providing additional challenge for others in a quest or invasion and perhaps a fun opportunity for yourself. Essentially, players would improvise acting as generic monsters (in essentially a mini-boss role) with experience and supplies provided beforehand. No application will be required. The ideal player(s) would exhibit the following:

- Currently not playing a long-term character, or at least one with a significant role in the server (situational - I would prefer established PCs existing over monsters)
- Has at least somewhat of a history of a modicum of OOC trustworthiness
- Moderation, realizing they are here to provide some fun for others and not 'win' (though stuff happens)
- Willing to deal with a possibly significant amount of waiting
- Willing to establish a minor character that will probably only be used for one event / will probably die 'unfairly'

Time to be determined depending on interest, contact me with a private message or you can talk to me on IRC about it. After established, details and time can be hashed out further. Thanks!
#4
Off-topic Discussion / happy birthday to "elmo"
June 15, 2017, 04:30:05 PM
happy birthday to """elmo"""
#5
Announcements / OOC Notification Reminder
June 04, 2017, 05:50:14 AM
Not spurred by any incident in particular, but please abide by the following:

- Sending a DM message before engaging in a hostile action with another PC, regardless of it being in a NPC area or not, is required. You are then able to precede without DM go ahead if it is not a NPC inhabited area (with a few exceptions. You need a DM go ahead for NPC inhabited areas (with a few exceptions). Alternatively, using "/c pvp" is acceptable, which will send the DM message an alert of your intention to engage in combat with another PC. Giving us this heads-up is immensely useful to allow us to mediate a dispute or monitor the scenario should it enter a NPC area.

- When in an encounter overseen by a DM, give a DM message containing a heads up if doing an unusual action. This is subjective and case-by-case to a degree, but may include hostility, interacting with a central plot object, plan for betrayal, sneaking ahead, so forth. If unsure, better to err on the side of just sending, nothing fancy. This can prevent many hectic situations.

Things are good generally, it is understandable when mistakes happen on both sides. Thank you to you all who do send the warning messages beforehand which help us a lot.
#6
Announcements / Prelude
March 12, 2017, 07:31:56 AM
I would like to run a player conflict oriented prelude at this time. (roughly 18 hours from this post)

Any character of a base NWN race is welcome. It is fine to make a stalwart character for this, though unorthodox skills may be useful. The only big stipulations are no perks will be allowed and an assurance you can follow server rules. Survival is unlikely, though characters that do survive should expect to start in the main setting with significant benefits.

All are welcome, just show up. If you can't make it and want to suggest a better time of the week for any future preludes, shoot me a message. I would like to gauge future interest if folks are unavailable.

Any other questions, feel free to get in contact with me. Thank you.
#7
Announcements / Ranger Favored Enemy Changes
September 16, 2013, 08:29:56 PM
EDIT: Please go here to see correct and up-to-date information.

The DM team is happy to announce some new changes to the ranger class. We have aimed to address the overuse of some choices while making others more thematic and viable.

Thanks to Talir for putting these together.

Default bonus changes:

- +1AB/3 levels (Changed from +1AB/2 levels)
- Movement Speed bonus for rangers in wilderness areas capped at +10% default
- Other bonuses are unchanged

All of the ranger bonuses below kick in only with minimum five ranger levels:

  • Aberration
    • +1 Will.
    • +2 Concentration and Heal.
    • +2 Hide, +2 Move Silently, +1 AB, +1 AC, while within the Lowerdark.


  • Animal
    • +2 Animal Empathy, Disable Trap, and Set Trap.
    • Random generated trap each reset.


  • Beast
    • +1 additional AB and damage VS magical beasts.
    • 2/- DR slashing.
    • Bonus to Animal Companion equal to a casting of "Awaken".


  • Construct
    • 2/- DR bludgeoning.
    • +1 electrical damage vs constructs.
    • +2 Search, +2 Spot, +1 AC, +1 AB, while within the Machine.


  • Dragon
    • +4 dodge AC vs Dragons.
    • +1 additional AB and Damage VS reptilians.
    • +10% Physical damage immunity.
    • Immunity: Fear.


  • Dwarf
    • +1 non-magical AB VS Lawful.
    • +2 Appraise and Search.
    • Plunder: Enemies slain may yield a few gold pieces.
    • Retrieve a flesh trophy from slain PC dwarves.


  • Elemental
    • 10% Elemental Immunity. (acid, cold, electrical and fire)
    • +1 random elemental damage (acid, cold, electrical or fire) each rest/reset.


  • Elf
    • Immunity: Sleep.
    • +1 additional AB and damage VS half-elves.
    • +2 Listen and Spot.
    • Retrieve a flesh trophy from slain PC elves.


  • Fey
    • +2 VS mind affecting.
    • 7% concealment.


  • Giant
    • +4 Discipline.
    • +4 dodge AC against giants. (if not dwarf or gnome)
    • Dwarves and gnomes with FE: Giant gain +1 additional AB and damage VS giants.


  • Gnome
    • Spell Immunity: Color Spray.
    • Spell Immunity: Tasha's Hideous Laughter.
    • Retrieve a flesh trophy from slain PC gnomes.


  • Goblinoid
    • Bonus Feat: Cleave.
    • Retrieve a flesh trophy from slain PC goblins.


  • Half-elf
    • +1 additional AB and damage VS elves.
    • +1 additional AB and damage VS humans.
    • +2 Bluff, +2 Persuade.
    • Retrieve a flesh trophy from slain PC half-elfs.


  • Half-orc
    • +1 additional AB and damage VS humans.
    • +1 additional AB and damage VS orcs.
    • +2 Intimidate, +2 Taunt.
    • Retrieve a flesh trophy from slain PC half-orcs.


  • Halfling
    • +1 AC vs halflings.
    • +1d4 bludgeoning VS halflings.
    • +2 Spot and Listen VS halflings.
    • Retrieve a flesh trophy from slain PC halflings.


  • Human
    • Gain access to Examine Mark player tool.
    • Retrieve a flesh trophy from slain PC humans.


  • Magical Beast
    • +1 additional AB and damage VS beasts.
    • +2 VS Spells.
    • +3 Lore and Spellcraft.


  • Monstrous Humanoid
    • 5% Physical damage immunity.
    • +5% Movement speed.
    • +1 Fortitude.


  • Orc
    • +1 additional AB and damage VS half-orcs.
    • 5/- DR fire.


  • Outsider
    • Protection from alignment benefits against all Outsiders.
    • 1/day Dismissal (7).


  • Reptilian
    • +1 additional AB and damage VS dragons.
    • Use Poison feat.
    • +4 VS poison.
    • +4 VS traps.
    • Retrieve a flesh trophy from slain PC kobolds.


  • Shapechanger
    • Immunity: Disease.
    • Drawn blood has a chance of revealing lycanthropic nature of other PCs.
    • +1 cold damage VS shapechangers.


  • Undead
    • 5/- DR negative energy.
    • +2 VS death and negative energy.
    • +1 Divine damage VS undead.


  • Vermin
    • +4 vs poison.
    • +1 Reflex.
    • Spell Immunity: Web.
    • +2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers.

Regarding these changes:

Access these simply by choosing the matching Favored Enemy feat.

These kick in when you have five ranger levels.

Multiclassing is possible, PRCs, etc., so long as you have five ranger levels. Otherwise you will only benefit from the +1 AB/3 levels, and default ranger bonuses.

Additional changes are likely in the future, though please refrain from making knee jerk, fussy suggestions.

Please report any bugs here.

Any ambiguity should be found out in game.

These will be available as of next reset.

Have fun!
#8
Our factions and associations are now available for joining. You can find basic information on them here.

We encourage players to get involved! As always, if you have any questions, just ask.
#9
Announcements / Non-Application Goblins and Kobolds
July 16, 2013, 12:18:39 AM
The DM team is happy to announce non-application goblins and kobolds are now available to players in EFU:R. This is a privilege that we allow players in good faith, and we expect you to play such characters accurately, yet with OOC courtesy and responsibility.

To create a goblin or kobold, select the halfling race at character creation, then click subrace and enter "Goblin" or "Kobold" (without quotes). The background of non-application goblins and kobolds generally includes wandering within the underdark somehow, followed by stumbling into the surroundings of Dunwarren (unless there is a reasonable application for something different).

Once prepared in the starting area, use the goblin/kobold start portal to enter the game world.

There are some necessary caveats in creating a non-application goblin or kobold:

Quote from: Goblin/Kobold Creation Restrictions
  • Goblins/kobolds may only be evil alignment, unless applied for otherwise

  • Goblins/kobolds cannot be the following classes: clerics of anything besides Maglubiyet/Kurtulmak for respective races, druids, monks, paladins, or wizards, unless applied for otherwise

Non-application goblins and kobolds also face the following in-game restrictions:

Quote from: Goblin/Kobold IG Restrictions
  • Goblins/kobolds gain a significant experience handicap, unless they are an application goblin/kobold, in which case they gain experience normally
  • Goblins/kobolds are only be able to reach a maximum of 15,000 experience (or level six), unless they are an application goblin/kobold, in which case, they can level normally
  • Goblins/kobolds cannot respawn at all, but can be raised or resurrected, unless they are an application goblin/kobold, in which case, they can respawn normally
  • Goblins/kobolds cannot be subdued or the victim of blackout. They may only be knocked into negative hit points, or subsequently killed, unless they are an application goblin/kobold, in which case, they can be subdued or the victim of blackout normally

Examples:

  • A non-application evil goblin barbarian who dies on a quest cannot respawn, but could be raised or resurrected
  • A chaotic neutral goblin wizard who dies on a quest can respawn, be subdued in character on character conflicts, reach level seven, and gain experience at the speed of a normal character
  • An evil kobold rogue who expressed interesting goals and a desire to be a more involved character than a typical goblin/kobold could have an application approved, and thus not fall under the listed "Goblin/Kobold IG Restrictions"
The DM team would also like to state the following:

Quote from: Goblin/Kobold Disclaimer & Rules
  • Goblins/kobolds, even those applied for, endure a much more difficult life than most other characters. If you are not mature enough to handle the very inevitable and perhaps seemingly unfair loss of such PCs, we ask that you refrain from playing them
  • Goblins/kobolds are not allowed in "Upper Sanctuary" without the oversight of a DM. This would include, but is not limited to, areas prefixed with "Sanctuary - Upper". Even then, we warn that they are much more likely to be targeted and killed by a large variety of other NPCs and PCs. Breaking this rule will result in retirement
  • Playing a goblin/kobold is a privilege we allow to players in trust. In return we expect that they are represented accurately, courteous in conflict IC/OOC, and have good sportsmanship whether they feel they win or lose
  • We stress that players realize these are monstrous, even verminous races, that offer a significant and unique challenge. We ask people playing them consciously do so in such a way to enhance the enjoyment of others
  • All PVP rules still apply, whether you are a goblin/kobold, or against them. We reserve the right to quickly retire PCs and/or restrict you from playing these available subraces, if a DM believes that you are unable to do the things listed above responsibly

This post may be subject to change, but those that play with common sense will be fine. Any additional questions can be directed to me.
#10
Announcements / Prelude
March 31, 2013, 11:47:58 PM
Greetings,

I am looking to run a prelude with a variety of race, class, and background  combinations to fulfill certain roles that I will assign. This is for the purpose of predictable and balanced team compositions for the groups participating, from both an IC and OOC standpoint.

I cannot elaborate much on the context, but the prelude will be dangerous with possibility of death. Survivors will have the potential to continue as long term characters with unique advantages in the server.

Here is how it will work:

Quote- Send me a forum PM with the title "Prelude" to state your interest in participating. All players are welcome.

- Some time before the prelude, I will reply in a PM guidelines to create your character. You must keep these guidelines private until the prelude begins. When everyone is in game at the time of the prelude, we will continue from there.

- If you are unable to fulfill the guidelines appropriately, I reserve the right to retire your character and you will not be able to participate. If you do not wish to play or concept the character archetype you are assigned, you are free to opt out of participating, but please let me know so I can adjust. It is possible a few roles may change last minute.

The prelude will be scheduled for 7:00 PM EST (GMT-5) tomorrow.
#11
Announcements / New Barbarian Changes
January 06, 2013, 09:50:52 PM
In the same vein of previous class perks, barbarians are next for changes. These battle styles can modify some of the base barbarian bonuses, provide alternative ones, or change the rage ability of the barbarian. Thanks go to Talir for putting this together.

All barbarians receive 10% movement speed bonus at level 1.

QuoteUnmodified

[INDENT]Level 5: 10% Damage Immunity
Level 7: 20% Damage Immunity
Level 8: 20% Total movement speed bonus

Quote from: "Rage"+4 STR, +4 CON, +2 Will, -2 AC.
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR/CON when raging.
Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +6/+6
Level 8 rage is capped at +8/+8
Level 10 rage uncapped
[/INDENT]

QuoteArctic Warrior

[INDENT]Tales of the barbarians who make their home in the frozen north and beyond are well known, from the men and women who count themselves within the tribes of Uthgardt, to those who wander Auril's cold touch in search of something greater. Regardless of their affiliation, these savages are able to endure much more than the chill of winter, and some are able to harness its fury in their very being.

Level 1: 5% Damage Immunity, 1/- Cold Damage Resistance
Level 5: 10% Damage Immunity, 3/- Cold Damage Resistance
Level 8: 15% Damage Immunity, 5/- Cold Damage Resistance, Mountain area bonus: +2 AB, +2 AC, +10% movement speed.

Quote from: "Rage"+2 STR, +4 CON, +10% Bludgeoning Damage Immunity, +15% Cold Damage Immunity, +1 Cold Damage, -2 AC.
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to Bludgeon DI, Cold DI, and Cold Damage when raging:
Level 1 rage is capped at +10%/+15%/+1 (Total)
Level 4 rage is capped at +15%/+20% +2
Level 8 rage is capped at +20%/+25%/+4 additional cold damage.
[/INDENT]

QuoteJungle Hunter

[INDENT]The lands of Chult require a certain breed of man to survive their many dangers, and the Jungle Hunter is one of the few who brave it. In times of great peril, they can harness their guile to many crafts with great success, including hiding in their environment, heightening their senses, envenoming their weapon, and enduring the terrible toxins of the plethora of dangerous encounters they are sure to face in life.

Level 1: 5% Damage Immunity, Bonus Feat: Use Poison
Level 5: 10% Damage Immunity, +3 Hide, +3 Move Silently.
Level 8: 15% Damage Immunity, +3 Spot, +3 Search.

Quote from: "Rage"+2 AB, +6 Hide, +6 Move Silently, +6 Spot, +6 Search, On Hit: Poison DC=14 (CON damage).
Duration: 12 rounds + WIS mod * 6 before raging.

WIS modifiers to Hide, Move Silently, Spot, Search, and Poison DC when raging:
Level 1 rage is capped at +6/+6/+6/+6/14
Level 4 rage is capped at +8/+8/+8/+8/16
Level 8 rage is capped at +10/+10/+10/+10/18
[/INDENT]

QuoteSalt Raider

[INDENT]Most sailors whisper the names of them with great fear. Ports rue the day they are chosen to be pillaged by pirates who are akin to the Salt Raider. While these viking-like berserkers are oft motivated by avarice, it is a rare case to focus on this trait in lieu of their cruelty and recklessness. Though, fortunately, it isn't unheard of to find one with other desires than utterly terrorizing their victims and looting them dry. Whatever their aim, one can be certain that they are a force to be reckoned with, especially on the high seas.

Level 1: 5% Damage Immunity, 1/- Electrical Damage Resistance, Plunder: Enemies slain by the Raider may yield a few gold pieces.
Level 5: 10% Damage Immunity, 3/- Electrical Damage Resistance, Underwater breathing boost.
Level 8: 15% Damage Immunity, 5/- Electrical Damage Resistance, Armor does not deter swim speed.

Quote from: "Rage"+4 STR, +4 Taunt, +15% Electrical Damage Immunity, +2 Reflex, -2 AC.
Duration: 7 rounds + CON mod before raging.

Charisma bonus to Taunt, Electrical Damage Immunity, and Reflex while raging:
Level 1 rage is capped at +4/+15%/+2
Level 4 rage is capped at +6/+20%/+3
Level 8 rage is capped at +8/+25%/+4
[/INDENT]

QuoteDesert Nomad

[INDENT]Whether a Bedine wanderer or Calishite camel raider, any barbarian who lives and endures the heated wind and freezing nights of the desert can be called a Desert Nomad. Usually garbed in robes and wielding light weaponry, they make their living in sands unforgiving for mistakes. This fact makes them more prone to flourish and mobility than their counterparts.

Level 1: 5% Damage Immunity, 1/- Fire Damage Resistance
Level 5: 10% Damage Immunity, 3/- Fire Damage Resistance, Bonus Feat: Mobility
Level 8: 15% Damage Immunity, 5/- Fire Damage Resistance, Desert Area Bonus: +1 AB, +2 AC, +15% Movement Speed.

Quote from: "Rage"+2 STR, +2 DEX, +4 CON, 10% Fire Immunity, +1 Fire Damage, -2 AC
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to DEX, Fire Immunity and Fire damage
Level 1 rage is capped at +2/+10%/+1
Level 4 rage is capped at +4/+15%/+2
Level 8 rage is capped at +6/+20%/+4
[/INDENT]

QuoteMad Berserker

[INDENT]The barbarian's concern for their own safety can sometimes be minimal, but some define it in an entirely new way. The mad berserker has little regard for little else than how much violence they can procure when they are enraged... to foes and themselves alike. The lifespans of both are typically abrupt, bloodied weapons in tow.

Level 1: 5% Damage Immunity
Level 5: 10% Damage Immunity, Bonus Feat: Two-Weapon Fighting
Level 8: 15% Damage Immunity, Bonus Feat: Cleave

Quote from: "Rage"+8 STR, -4 WIS, -4 AC, Immunity:Fear, Blinded, +1d4 Bludgeon Damage
Duration: 7 rounds + CON mod before raging.

Charisma modifier to STR while raging:
Level 1 rage is capped at +8
Level 4 rage is capped at +10
Level 8 rage is capped at +12
[/INDENT]

QuoteCraven

[INDENT]In the mad scrabble of life, it's not the brave or the wise that lives through the most terrible of catastrophes, it's the Craven. Found among the sewers, bandit camps, or whatever other nooks and crannies they can enjoy survival in, the Craven relies on wits, paranoia, and experience to guide him through a world he or she has likely pissed off one too many times already. It is left to wonder how he or she will use his or her sharpened skills to do so even more, and hopefully get away with it.

Level 1: 5% Damage Immunity
Level 5: 10% Damage Immunity, access to Examine Mark.
Level 8: 20% Total movement speed bonus, Bonus Feat: Evasion.

Quote from: "Rage"Feared for 1 round, +75% Physical Damage Immunity 1 round
+2 STR, +2 CON, +4 DEX, +20% Additional Movement Speed
Duration: 7 rounds + CON mod before raging.

 Charisma modifiers to DEX while raging.
 Level 1 rage is capped at +4 (Total)
 Level 4 rage is capped at +6
 Level 8 rage is capped at +8
[/INDENT]

QuoteGore Reaver

[INDENT]Blood is an offering for many a greater being, and the Gore Reaver is an adept at procuring it. A devout of warfare, the Gore Reaver relishes in continuous bloodshed, for either him or herself, or a higher purpose. They are a fearsome upon the battlefield, and known to leave a circle of corpses behind wherever they fight, without regard for their own wounds, for often their craving to rend alone is enough to sustain them.

Level 1: 5% Damage Immunity
Level 5: 10% Damage Immunity, Slain enemies can heal the Reaver.
Level 8: 15% Damage Immunity, +2 Con.

Quote from: "Rage"+2 STR, +4 CON, +5% DI, +4 vs Fear, -4 AC.
Duration: 7 rounds + CON mod.

Special: Gain 1 vampiric regeneration for each +1 base charisma modifier and +1 regeneration for every +2 base charisma modifier.

Charisma modifiers add to STR/CON, Damage Immunity, and save VS fear while raging.
Level 1 rage is capped at +2/+4/+5%/+4(Total)
Level 4 rage is capped at +3/+6/+7%/+6
Level 8 rage is capped at +4/+8/+10%/+8
[/INDENT]

QuoteTribal Guardian

[INDENT]Coming from all cultures and origins, tribal barbarians may not share a common background but all follow the same commitment to tribe and home. Living outside civilization, these nomads have learnt to survive as one with the land.

Level 1: 5% Damage Immunity, Animals see you as a threat and do not strike often.
Level 5: 10% Damage Immunity, gain access to Tracking.
Level 8: 15% Damage Immunity, Armor of the Wilds: in wilderness areas, your armor counts as 4 AC if it's lower than that.

Quote from: "Rage"+4 STR, +4 CON, +4 Listen, +4 Spot, -2 AC
Duration: 7 rounds + CON mod before raging.

Special: Allies nearby receive +1 AC, 5% Concealment, 10% Movement Speed Increase, +2 Discipline and +2 Concentration during the barbarian's rage.

Charisma modifiers to STR/CON while raging.
Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +6/+6
Level 8 rage is capped at +8/+8
[/INDENT]

QuotePunisher

[INDENT]Engaging in a brutal battle style that is as much about inflicting pain that it is for the enemy to hit you, the Punisher is a master at getting up close and personal with the enemy and returning damage - twicefold. Whether by brawling or through deadly spikes on reinforced armor, few are able to withstand the pain coming when the Punisher is in the field.

Level 1: 5% Damage Immunity, Weapon Specialization: Unarmed.
Level 5: 10% Damage Immunity, 1d4 Damage Shield: Slashing, Heavy Armor Proficiency, bonuses are not removed while using heavy armor.
Level 8: 15% Damage Immunity, 1d6 Damage Shield: Slashing.

Quote from: "Rage"+4 STR, +4 CON, 1d4 Damage Shield: Piercing, -4 AC
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR/CON, and damage shield while raging.
Level 1 rage is capped at +4/+4/1d4 (Total)
Level 4 rage is capped at +6/+6/1d6
Level 8 rage is capped at +8/+8/2d4
[/INDENT]

QuoteWar Champion

[INDENT]No matter the race or culture, the barbarian knows the calling of war as much as the war's sides know the need for leaders and heroes. Whether the War Champion is a hero of legend or a fresh recruit with a charismatic presence on the battlefield, the simple action of charging beside he or she on the battlefield alone is enough to inspire a comrade, whatever the cause.

Level 1: 5% Damage Immunity.
Level 5: 10% Damage Immunity, Prayer 1/day
Level 8: 15% Damage Immunity, Battle Cry unique power 1/day

Quote from: "Rage"Party: Barbarian CHA * 2 Temporary Hit Points.
Barbarian: +2 STR, +2 CON, +1 Universal Saves, -2 AC
Duration: 7 rounds + CON modifier before raging.

Allies get half the bonuses the barbarian gets, rounded down.

Charisma modifiers to STR/CON, and Universal Saves while raging.
Level 1 rage is capped at +2/+2/+1
Level 4 rage is capped at +4/+4/+2
Level 8 rage is capped at +6/+6/+3
[/INDENT]

QuoteWithering's Clutch

[INDENT]Many upon Ymph fear the withering's effects, though some seek it as a means of self-empowerment. The touch of the maiden is most commonly feared, but a select few seek it as a means to enhance themselves in untold ways, much to the dismay of the living upon the isle. Whether it is used by a cultist eager to serve the maiden, or someone who simply endures it to get by, it is an effective, while wretched condition. Yet with every breath they take as a creature in the embrace of undeath, so do they attract the ire of the celestial.

Level 1: 5% Damage Immunity, Embrace of the Maiden.
Level 5: 10% Damage Immunity, +1 Negative Damage.
Level 8: 15% Damage Immunity, Withered Lands bonus: +2 Strength, +2 Constitution, +10% Concealment, and Negative Energy Resist 5/-.

Quote from: "Rage"+4 STR, +4 CON, +10% Negative Damage Immunity, +20% Divine Vulnerability, -2 DEX, -2 AC.
Duration: 10 rounds + CON mod before raging.

Withering points affect STR, CON, Negative Immunity, and Divine Vulnerability while raging.
Level 1 rage is capped at +4/+4/+10%/+20%
Level 4 rage is capped at +6/+6/+15%/+40%
Level 8 rage is capped at +8/+8/+20%/+60%
[/INDENT]

Akin to previous implementations:

These are selected from the crafting menu.

Only usable by pure barbarians, with the exception of prestige classes. Otherwise, multiclassed characters with barbarian levels will benefit from "unmodified."

Changes are very possible in the future, as well as additional perks.

Please report any bugs in the appropriate forum.

Any ambiguously written factors are to be found out in game!

Have fun!
#12
Suggestions / Module Change Request Thread
September 29, 2012, 08:10:12 PM
QuoteA new thread to make changes to the module that have been sought out in game. If your character has pursued an action that warrants a permanent change in the game world, post it here akin to the old topic, and it will be considered.

If your post was deleted, you can assume that it has been made, or it was decided that it was not desirable in the module.

Please note that this thread is for simpler public IC change attempts posted OOCly.
#13
Announcements / New Implementation for Pure Sorcerer
January 30, 2012, 04:32:14 PM
I'm pleased to announce the implementation of backgrounds for the sorcerer class. It's our hope that this provides another way to flesh out the unique story of your character, while also addressing balance concerns.

Huge thanks go to Talir* for making these happen!
*Special consideration to Derflaro for coming up with all the different ones!


[INDENT]Witchcraft - Whether one who finds their home within the bogs, or who's hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.

Level 1: +5 EFUSS Alchemy, +5 EFUSS Herbalism, +2 VS Disease, Use Poison
Level 5: +3 Spellcraft, + 2 VS Poison
Level 8: Regenerate (13) 1/day



Hematologist -
The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer's own physical form, empowered by what magic courses through their veins.

Level 1: +2 Fortitude Save, Drawn blood can produce magical benefits
Level 5: +3 Heal, +1d6 Sneak Attack, Spell Penetration
Level 8: Spell Resistance: 10, 10% Physical Damage Reduction



Cultist -
Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist's eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship's ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.

Level 1: +3 Persuade, +20 Maximum Summoning Points
Level 5: Prayer (5) 1/day, +1 Universal Saves, Changed to +50 Maximum Summoning Points
Level 8: Lesser Planar Binding (9) 1/day, Changed to +80 Maximum Summoning Points



Touch of the Maiden -
Those who find themselves tainted with the touch of undeath have a strange path paved for themselves upon the isles. Their natural affixing to the strong powers of necromancy on Ymph allow them to more easily walk amongst the many powers of undeath, though they often find themselves shunned by the living, attributing it to the hated and feared H'bala. Regardless of it's origin, their ability to walk between life and death is commendable.

Level 1: Animate Dead (5) 1/day, Embrace of the Maiden
Level 5: +3 Saves VS Negative Energy, 5/- Negative Energy Resistance
Level 8: On Hit Contagion Level 3 (Needs a held weapon), +2 Saves VS Disease, Death, Fear, Mind Affecting, Control Undead (13) 1/day



Unpredictable - Either born from the chaos of Limbo or one who's talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.

Level 1: +3 Intimidate, On Hit Chaos Shield Level 3 (Needs a worn armor of any kind)
Level 5: Spell DC fluctuation, Random element on cast of "Flame Weapon"
Level 8: A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your "gift" from the table. This can possibly permanently end your character)



Mesmerizing
- From beautiful maidens to the smooth tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magics, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.

Level 1: +3 Bluff, +3 Intimidate, +3 Persuade
Level 5: Charm Person and Dominate Person induce a variety of additional effects
Level 8: Mass Charm (15) 1/day



Spellsword - Uncommonly heard of, and even more rarely practiced, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of it's difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.

Level 1: Weapon Proficiency (Martial), Weapon Proficiency (Exotic), +1 Attack Bonus
Level 5: +3 Taunt, +2 Magical Damage on melee & ranged attacks
Level 8: Damage Reduction 5/+1, +1 Dodge AC



Tribal Shaman - Whether someone who makes their way as a shaman among their tribe, or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.

Level 1: +3 Hide, +3 Move Silently, Charm Person or Animal 3/day
Level 5: +3 Spot, +3 Listen, 10% Elemental Damage Reduction
Level 8: +2 Wisdom, Animals do not attack you



Zealous Faith - Those who come to the realization that their magic is a god given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.

Level 1: +2 Divine Save, When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil
Level 5: +2 Fear Save, When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil
Level 8: +2 Will Save, When cast on oneself, the damage of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil



Contriver - To harness the energies of one's innate power is no easy task, especially when one's own well being is at stake. Many arcanists must improvise to survive the dangers adventuring often offers, and the contriver is more than apt at this task. Their ingenuity, experience, and hardiness allows them to make use of a multitude of protective equipment that would bog down most mages.

Level 1: -20% Arcane Spell Failure, Armor Proficiency (Light)
 Level 5: +3 Discipline, Armor Proficiency (Medium)
 Level 8: +2 Constitution, Shield Proficiency



Scion - Most bloodborn arcanists realize their origin and fates greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.

Level 1: +1 Natural AC, +1d4 Slashing Damage to unarmed attacks (Needs gauntlets), +3 Lore, +2 Saves VS Traps
Level 5: +1 Attack Bonus, +2 Strength, Damage Reduction 2/+4, Changed to +3 Saves VS Traps
Level 8: Changed to +2 Natural AC, Changed to +1d6 Slashing Damage to unarmed attacks (Needs gauntlets), Immunity to Poison, Changed to +4 Saves VS Traps[/INDENT]



Akin to the fighter class implementations:

These are selected from the crafting menu.

Only usable by pure sorcerers, with the exception of PRCs.

Changes are very possible in the future, as well as additional perks.

Please report any bugs here.

Any ambiguously written perks are to be found out in game!

Have fun!
#14
Announcements / I come from the darkness of the pit ...
September 25, 2011, 12:07:08 AM
... and arise to become a master of dungeons. I look forward to having fun times with everyone! = )

- derfo

#15
Bug Reports / Old Forum
June 13, 2011, 11:19:15 AM
Clicking on the Old Forum link on the main forum page yields a "page cannot be found error," I am unsure if it's just been discarded or if this isn't intentional.

Trying to go to "escapefromunderdark.com/old_forums" instead of "escapefromundeath.com/old_forums" simply redirects you to the latter and thus the same error.

EDIT: Been fixed.
#16
This happened quite a while ago, but I figured I would share and what not:

Various meetingful things.








The Agony of the Hunt wishes to join the moot.







Seed of doom.







Unfortunately, the Agony is denied admission to join.



Here, I press tab.

#17
Responding to a sending by a certain masked wizard, a troupe of adventurers ranging from the curious to the most daring and dashing, they would soon find themselves testing their ingenuity, or lack thereof, against one of the most doomful chambers ever to grace the sunken ruins below.

Guided by perhaps their courage, foolhardiness, or even more - though probably the second one - they descended below eager for gold and glory, or so you would assume.

And so they rolled deep.



And then deeper...



Until they actually got there, to the first of puzzle that would test them.



More interested in the nearby tent, bedroll, and campfire puzzle as a warm up, the adventurers are interrupted in their deep thinking process by a strange elderly man.






The adventurers finally solve the brain-twisting checkerboard, but not without a price. In an effort to understand the intricacies of it one of the adventurers tried to meld himself to the board through osmosis, which unfortunately did not work very well. Though, the adventurers somehow prevailed. His sacrifice was not in vain, for the time being.



Victorious, the party moved on to the next puzzle, an elaborate firework show where everyone else was a critic of sorts. Some were less impressed than others...



Some of the party is confused as the senile man talks of something seemingly irrelevant.



While some thought the next puzzle was an elaborate series of mirrors, in actuality it was an abandoned circus show with a series of decorated hoops.





This one was not very amused by the circus show.



After the show, the adventurers moved on to the final puzzle. A strange riddle before a spooky giant statue.





Assuming it to be a trick, those upon the quest decided to forsake reading at all and simply guess the answer randomly. One brave man is so mind-blown he decides it would be a cooler idea to explode viscerally than be stumped by silly riddles.



After hours of brainstorming, the adventurers guess away. Also the floor turns green.



They are quite sad.



It is not all bad though; they are given some adorable pet frogs as consolation prizes.




So ends their journey - kudos to Mort for a very very fun dungeon crawl, I hope you all enjoyed a peek = )
#18
Screen Shots & Obituaries / Bazaar of the Bizarre
April 02, 2011, 06:28:27 AM
I know that screenshots were desirable for this, and although I did not get many myself, I figure I would start up a topic for it since no one else did.

There were a lot of cooler items/scenes to show, so if you have any shots I encourage you to share them. (so I do not have to sit here alone with a few puny item descriptions) I do not believe they are considered spoilers or anything.

Thanks to Howland for running the event.

EDIT: post items sold by fopilla only



#19
Introductions and Group Management / Bullywug Group
April 01, 2011, 07:55:58 PM
THe BuLLyWuG TaSK FoRCe

With the announcement of the new deity/race I am interested in being the figurehead of Wastri lovers, leading their foothold into the Archipelago and beyond. Anyone interested can send me a PM but here is a quick overview:

Goals
  • Revere Wastri
  • Capture people to spit dirt into their mouths
  • Be crazed frog lovers, members will be expected to RP sleeping in mud a good portion of our journey
  • Kill stupid races
  • Be better than everyone else
  • Other secret goals best disclosed in private...
Characters

Race: humans and bullywugs only

Deity: duh

Class: non paladin

Alignment: pro frog/toad

-----

together we will shake the foundation of everyone's very mind and perception



join or die, insect.

EDIT: Dogma and announcement for reference

Dogma: Humans are superior to all other  races. Orcs, goblins, bullywugs, and such are sufficient to serve  humans, but creatures such as elves, dwarves and halflings deserve only  death. Those who disagree with you are wrong and must be convinced of  their error, with a weapon if need be. Those who live in the water and  on land deserve respect, for having a refugee when one of your realms  becomes too dangerous is clever and resourceful.

http://www.escapefromunderdark.com/forums/showthread.php?p=232146

pretentious jerks stay out


#20
Suggestions / Wastrel Door
October 29, 2010, 09:54:18 PM
When someone transitions into the Wastrel while the door is closed, the door does not open. I think it should.