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Messages - LaughingAlong

#1
Bug Reports / Re: Scion/Gloves damage bonus overwriting
December 10, 2020, 08:14:11 AM
In that case why give scion such a useless buff? Why not replace it with something more feasible for a sorcerer to begin with? If all buffs were working properly, a unarmed sorcerer wouldn't be so impossible, that would even be pretty awesome, but with how buggy it appears to be (and indeed 6 years of its not happening) perhaps that perk could use some reworking
#2
Screen Shots & Obituaries / Re: Unfriendly Alley Dog
October 14, 2020, 08:13:48 AM
The borknanigans have come to an end.. I shall miss stalking about in dog form alongside the best (worst) of boys, too few of those occasions :( such missed opportunities. On the flip side though, amazing dog pc, i could never do this, i would go nuts.
#3
Quote1)  Do players action change the landscape of the server or are these decisions pre-determined and the players just play it out?  If it is not pre-determined, I would love to hear stories about it.

I think one of the absolute best examples of this I can ever recall is the Crown of the Isles in chapter 3. The -entire- time, it was just buried in a grave that anyone, as early on as the beginning, or as far as the end could have dug up which set into motion a tumultuous and huge series of events (The receding of the protective mists, the mad king owain) which in my opinion culminated massively in the downfall of mistlocke as a settlement (think everyone can agree losing the mists was basically the beginning of the end for mistlocke). This crown on top of being so.. simply placed, could have just as easily likely never been found, and going from that, who would have been given the crown, on top of who found it could have impacted all kinds of numbers of things.. I mean, imagine if a greedy necromancer had found it and just put it on? What would have happened? EfU is amazing like that.
#4
Many possible reasons for mood changes, but in the case of efu and the circumstances the OP mentioned, it is quite severe at times yes, as in completely different people not just a different mood. Granted, as stated above, consistency can be difficult with so many DMs, which is why i'd hope they have a list of interactions for notable and important npc's to keep track of their interactions with players, in the case they don't it's not a terrible idea at all. Nothing feels worse than being praised for something by an npc who is your superior and then having maybe even just a day later suddenly your condemned for it for no particular reason beyond an opinion change depending on who is playing the npc. That's an extreme example, but those things do and have happened.

But again, gotta have some patience with it of course, DM's do their best with the time they have, and the resources available. Which is why if a NPC is reacting so drastically different from before, in a way that wouldn't make sense to you, (Such as in an extreme opinion change with no basis for reason due specifically to different DM) it might not hurt to pm the DM in the moment and ask if they are aware of the interactions between your pc and the npc, which in the case you have an actual history with said npc, you then really have the right to say that kind of thing. Never know, maybe they do! And there is a reason your completely unaware of for their hostility, or maybe it was just an honest mistake. If it's serious and troubling enough in the moment, don't wait till after the fact, confirm then.
#5
Suggestions / Re: Some suggestions :)
September 05, 2020, 12:57:14 AM
Gotta say, I like all of the idea's myself, except for probably two of the fighter ones, which I think would be good with a bit of editing.

The first one? Rad


TLDR: There are enough varied buff potions, items, and equipment out there to boost will saves, on top of fighter feats allowing already room for one of the most valuable will save feats ever, iron will. They don't need more will buff, because if you build properly with that buff, and pair the items right, you essentially become a fighter that while not immune to casters, can laugh at any of them who hasn't built sun elf 22 intelligence GSF spellcasting. I agree with the dispel resistance however, since if fighters could not get their potion CL  buffs  clean wiped at the first dispel, I feel some of these issues with the class wouldn't be as severe. Will is a fighters weakness anyhow.

The second? I like the dispel penalty, really, I think fighters could use a bit more durability against that, so they aren't having to spend an entire half-battle trying to rebuff to be relevant, at all, against anything that isn't a pushover, after having already busted a lot of potions which are now wasted because one dispel stripped them entirely of their potion caster level buffs, which from personal experience? Immensely disappointing and discouraging, hence why I typically play casters, you still get dispelled, but you've usually wasted 10x less valuable supplies to rebuff, and/or your not in the front or main target anyways, and and and of course you get to dispel yourself depending on caster type.

But the mind bonus.. Thats more fitting for a fighter perk itself, yes fighters suffer in the will department, but that's kind of the main weakness they have for being so strong physically. That'd be the same as me asking as a wizard if I could have +2 to fortitude and reflex on my wizard so I can avoid getting roflstomped by the first fort save that comes my way that my spells can't guard against (in fighters positions, it's potions, typically PfA potions as they do give a decent bonus, and really, stop sleeping on owls wisdom potions fighters, that +1-2 will can make so much difference) or the first tanglebag and now I'm a sitting squish for anyone with strategy.

And yeah, you can say that phantasmal killer, hold person, confusion and the like can end a whole battle instantly, and that's true. But most people don't have more than a few of these memorized at a time, if even more than one with spellslot availability and level determination (that's scaling after all) phantasmal killer involves a fort save, fighters are for the most part fine. Confusion and hold person are a bit more painful, but quite a few items and potions exist with a multitude of ways to protect against these. Other will saves hurt yes, but again, its the same as a wizard for their failing saves, eventually, even with my 14 con, 14 dex, I run into the save that punks me that my spells just couldn't guard against. Same for any non-save focused class. And not to mention, fighters get so many feats, iron will, lightning reflexes, and the like aren't really so hard to get, iron will is almost always something I take, and additionally, if your willing to let your wisdom be a 8, and not at least a 10 or 12, that's just a weakness of the build.


The third also definitely seems like a perk bonus, I don't see why fighter should get a soft ranger buff that is capable of making any enemy a favored enemy that a ranger also has to hit 3rd level to benefit from to begin with. It's also unfitting rply, and fighters have the capability for the best AB besides barbarians, if not better when built well with a solid perk.
#6
Suggestions / Re: Turn Undead Suggestions Thread
September 02, 2020, 04:47:45 AM
TLDR; It would be cool if primary domains didn't override secondary domain on summon themes even if secondary domain is chosen first in creation/selection, wouldn't be bad either I feel if more primary domains were added too. Read on for specifics for that at the bottom


A few suggestions and some feedback having been playing a cleric myself as well, for a few various deities, it can be a bit hard to find a primary domain that.. fits necessarily, that isn't going to A: Jack up the summon theme you want for secondary if any,  as summon theme from primary overrides secondary, even if you chose secondary first.

And just changing that alone would be pretty nice, so you get the summon theme you intend for, rather than remaking and choosing an alternate domain that won't do so even if it fits less. Example: I am playing a cleric of pitter peter currently, after a few trial runs, I really learned a lot i'd say @_@ BUT! I settled on Knowledge/Ooze instead of Earth/Ooze as I'd have preferred, not only for the drastic difference in turn capability and power, but also because knowledge doesn't override the ooze theme like earth does, and while finding tomes is always an option, I've yet to come across a single tome on any pc that isn't a few select themes, they exist, but sometimes, you don't want to have to wait to find an item to hold more true to your concept. And bothering DM's for a summon theme change feels very disruptive to me.

Knowledge is the only primary pitter peter domain additionally, and I'm unsure on domain choices outside of their listed range despite being relic guardians still, but even if I can as I believe, chaos was the only one that would make sense beyond earth, and chaos isn't really the focus of the character so much.


Domain Talk!:


And definitely more primary domains, I understand the need to have primary domains be a bit shorter in listing because just as the longer list of secondaries keeps from pairings of certain domains, too many primary domains would also mean fewer pairings of other kinds. But a small suggestion to encourage people to start to move on to the growing and very nice list of city deities possibly (If that's even wanted) or to emphasize the fact that their presence is felt or there in some way or another enough to be a established faith in the city, maybe allow, given the relic guardian is a priest of a city deity only from the start, that the list of domain choices for city deities be expanded into allowing multiple primary domains but ONLY the additional listed primary domains permitted to that deity to function as a secondary option, and in that case, they gain the turn undead only of the first primary chosen, and cannot choose primary domains as a secondary outside of the primary ones listed. In spirit of relic guardian, it could be cool to allow a different primary domain option than the listed ones as the first choice than the one's from their list, of course given it makes sense and isn't just rpless and shameless powerbuiding.

Primary Domain Possible Suggestions:

Animal (Animal focused deities), War (War and combat focused deities), Trade (Trade deities, phanaxians come to mind, that would be a certain primary for him), Nobility (I see many peerage opportunities), Plant, (Another very common nature-esq deity primary) Protection (Tbh just got a cool idea for this one, though i could see a few potential faiths for it)


Turn Undeads!

[
b]Animal Turn Undead:[/b]

-Bestial Frenzy: The caster, all animals, and allies within the area of effect are induced with bestial rage, gaining blood frenzy for 1 turn+1 round/cha modifier,  and 10% movement speed, allies are given a will saving throw to avoid these effects (DC: lets say, 15+Cha Modifier?)

-Hunger Of The Beast: The caster and all allies, and animals within the area of effect gain vampiric regeneration 2+cha modifier/2 for a 1 turn+1 round/cha modifier

-Strength Of The Wild: The caster, all allies, and animals within the area of effect gain +2 str, dex, con, endure elements at the casters level for 1 turn+1 round/cha modifier

Optional: Omit allies from these effects if too OP, so only caster and animals are effected




War Turn Undead:

-Master Of Arms: For 1 Turn per level/2 caster and all allies in area of effect gain proficiency, weapon focus, and weapon specialization in all weapons (Optionally: +1 Enhancement, +d4 damage of weapon type applied to weapons in hand for all allies and caster in area of effect for 1 Turn per level/2)

-War Cry: All Allies and caster in area of effect gain 10 temporary HP, +1 AB, and 10% movement speed, enemies in area of effect must make a will save (DC: 10+cha modifier) or lose 1 AB and 10% movement speed. These effects last for d4 Rounds+1 round/cha modifier

-Stamina Of The Warlord: Caster and all allies gain +20% movement speed and +2 con for 1 Turn+1 round/cha modifier


Trade (Yup, Trade)

-Eye For Value: The Caster And All Allies within the area of effect gain +5 lore, appraise, search, spot, AND listen for 1 Turn+1 turn per level/2

-Lucky Finds!: All -humanoid races only- (Human, bugbear, lizardfolk, elf, dwarf, ect.) enemies hit with the trade domain turn undead will gain a d4 gold pieces that drop upon death

-Fortune Favors The Bold: The caster ,and all allies receive +1 to all saving throws with an additional +1 per cha modifier/2 (Capped at +3 total bonus) For d4 rounds+1 round/level


Nobility Turn Undead:

-Aura Of Regality: Caster and all allies in area of effect gain +2 cha, +2 persuade, intimidate, bluff, and a reroll on failed related checks for 1 Turn+1 Turn per level/2

-A Leaders Presence: Creates a aura that follows the caster, all allies (only, not the caster, or enemies) within the area of effect are inspired gaining the benefits of a battletide spell, enemies do not suffer the penalties of battletide by entering the aura.

-Lead The Charge!: The caster and all allies gain +50% movement speed for a d4 rounds+1round/level


Plant:

-Reclamation Of The Wild: Centered upon the caster, an entangle, grease, and stinking cloud are created with the caster gaining temporary immunity to all three, the immunity and spells lasting for 1 round/level of caster

-Strength Of The Wood: The caster, all allies, and any plant type enemies/allies in the area of effect gain the benefits of a barkskin spell at the casters level for 1 turn+1 round/cha modifier

-Wreath Of Thorns: The caster, all allies, and any plant type allies/enemies in the area of effect gain a d4 piercing damage shield and DR 5 Slashing/Bludgeoning for a d4 rounds+1 round/cha modifier


Protection:


-Gaurdians Stance: The caster and all allies in the area of effect gain +1 Dodge AC +1/cha modifier (Capped at +3) and immunity to knockdown and slow for d4 rounds+1/cha modifier

-Skin Of Steel: The caster and all allies in the area of effect gain 10 DR/+1 for d3 round+1/level

-A Protectors Duty: All allies in the area of effect gain +1 regeneration for 1 Turn and should any allies fall within that time effected by the turn undead, they will instead be healed for 2d8+10 and the caster will in turn take that amount of damage each time any ally should fall up to a total of 1 ally per charisma modifier (this is uber complicated I know scripting wise, so alternatively!: 1 regen+1/cha modifier (Capped at 3) for 1 Turn)

hope yall like the ideas!