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Messages - Zango_Unchained

#1
Suggestions /
December 12, 2016, 03:15:59 PM
Heretic Level 8 perk (Rogue)

"Damn their Dogma and to the rest, a seat in the blasted and overfilled hells. You have fought against the clergy of a region and their ways, be you a Talontar Poisoner or Tormite crusader, warring in the name of the divine against your foes relentlessly. Yet, as the lords above grew silent so did your faith, and your war became one of survival instead of reaping holy vengeance. You take what tools you need to survive now, damning holy purpose."

Perk Bonuses: +3 UMD, +2 Will | UMD can now unlock a single Relic-guardian item at a time, DC for use being 15 + Spell Circle + Cleric level, you can also absorb the power of guardian relics.
#2
Suggestions /
December 11, 2016, 06:23:51 PM
Ruiner (Barbarian|Evil only)

"You have left ruin in your wake, dozens of corpses which twitch and heave in the path of your culling blade. The dead never lay still when your damned bloodline goes to war and this talent once hated and disgusted has finally had room to grow. What ever sinister power cursed your blood line or dark pact was made to grant this most unholy of potency it shall be put to dark and glorious use."

Level 1: 5% Damage Immunity, +3 intimidate, Negative energy resist 1/-
Level 5 : When you kill a foe there is a small chance it reanimates into a Zombie, +2 lore, +2 Spell craft, Negative energy resist 3/-
Level 8: 10% Damage Immunity, You can now have additional animated zombies, Bonus feat SF: Necromancy, Negative energy resist 5/-

Rage:
+1 Ab +2 Con +1 Will 5% physical DI 5% negative DI -2 ac
Duration: Rounds/level + Cha Modifier

Special: +1d4 negative damage against Good alignment. If Charisma is 14 or higher: CL 1 Negative energy burst on hit

Charisma modifies to Ab/Con/Negative DI
Level 1 rage is capped at +1 +2 5%
Level 4 rage is capped at +2 +4 10%
Level 8 rage is capped at +4 +8 15%



Embalmer (Sorcerer|Evil Only)

"Gray gloves they call them in the dark, the Jergalite and corpse tender. You may call to the lord of nothing or to some other aged power of death, but one thing is certain, you are a rehearsed hand around the dead. You know what is needed to prepare these forms for their mandated duties and what is required to ensure they reach their full potential in death. You are not unpracticed or maddened like that of the lesser arts of animators. No, you are an artist of death, your creations the pinnacle of undead manifestation."

Spell Changes:

Flame weapon becomes necrotic infusion, when used on a corpse you grant it a powerful boon, infusing it with unholy powers through the carefully scribbled runes on its form. +d4 negative damage and +2 ab to what ever weapon the undead is holding.

Stone bones becomes Crypt skin, Castable on yourself and undead you have summoned, +3 ac +1/3 levels Natural Ac, 15% physical DI.

Stoneskin is selfcast only, when casted it applies a Soak 10/+5 for 50 points of damage to your undead.

Haste is selfcast only, when casted it makes all undead gain 20% movement speed.

Flame hands damage becomes negative as does its combust ticks and for every target hit, the caster gains d4 temp hp for 1 turn.

Combust becomes Foul Bloom, if casted on a person it will work normally with negative damage being done instead of fire applying a stacking 10% slow, if casted on an undead it grants the corpse a damage shield of d8 negative damage for Turn/Level


Level 1: Animate dead token 1/day. Gain an Embalmed Corpse per RESET, +4 heal, +4 lore. You may only animate a single corpse.

Level 5: +5 Alchemy +5 Painting The maximum ceiling for undead augmentation increases. Summoned undead gain turn resistance of your level +2

Level 8: Animate dead token becomes 2/day. You gain TWO Embalmed Corpses per RESET, You may animate two corpses. +4 Spellcraft, the ceiling for undead augmentation grows even higher.
#3
Suggestions /
December 10, 2016, 04:40:01 AM
Scrounger (Rogue level 8)

"Finding the forgotten and ignored, the false bottom of a crate or the dusty skeleton in the rubble. The lost relics and trinkets of the world are yours to find for in a world of the delicate you're the one who gets down and dirty. A boon to adventurers and merchants everywhere. When something is lost, they know who to call."

Bonus: +4 Search, Open Lock, and, Spot, 5% physical DI. When ever you search a container you have a chance based on your search, spot, appraise, and, lore of finding an additional piece(s) of random loot. You also gain a special light weight shovel.
 
#4
I think druids should suffer a % spellfailure when they are not in a wilderness area. Such as in any of the Sanctuary areas, they suffer a percentage of failure to their spells. For example a druid in the in-between or upper would have 15-20% spell failure, while say if a druid were to enter the machine itself they would get even greater spellfailure of 25-35%. I think this would reflect why druids do not stay in cities and towns, and make a mechanical incentive for druids to keep to outside of city areas as opposed to having no negative effects within the region. Much like how spellcasting has failure when casting underwater because you are interrupting the aspects of speech and gesture, druidic magic has failure in urban areas because you are interrupting the flow of ley.
#5
Suggestions / Ranger FE Perk Synergies.
November 29, 2016, 01:36:07 AM
I was considering this, and noticed that while some have bonuses that relate to other foes, and thus build into what I propose, I would still suggest the following that is unlocked by pure rangers at level 8, because what I notice is that most people who use ranger will take 6 levels and multiclass fighter or rogue etc etc, and while that is fine, I would like more incentive for pure rangers. The following is my suggestion for this end, as someone who is a pure ranger would be defined as truly a hunter of this prey.

There will be three sections of FE synergy groups.

The categories are "The mundane", "The exotic", and, "The unknown"

Looking at the FE list, you have

"The Mundane"
  • Animal
  • Beast
  • Dwarf
  • Elf
  • Giant
  • Gnome
  • Goblinoid
  • Half-elf
  • Half-orc
  • Halfling
  • Human
  • Orc
  • Reptilian
  • Vermin
"The Exotic"
  • Construct
  • Elemental
  • Dragon
  • Fey
  • Monstrous Humanoid
"The Unknown"
  • Aberration
  • Outsider
  • Undead
  • Shapechanger
  • Magical Beast
If you pick two FE's which are within the confines of your category you unlock a bonus which reflects your advanced training in this category of prey.

Benefit for the Mundane:

Exterminator:
They call on you to fix their daily woes, orcs in the forest, goblins in the
granary, fat merchant requiring a culling. and, trolls along the roads. So you answer with a strange gusto and canny smile. Knowing that what ever you shall face, has been slain a thousand times before, and you shall slay them a thousand times again. With your clear experience you know just how much force you need to snap a goblin's neck and how heavy a touch it takes to crack a hill giant's knee. Your years on the field against these foes leaves you with a clear confidence and knowing step against these most "Mundane" of foes...

+1 magical damage to your FEs / +1 reflex / +2 Discipline +2 Concentration +2 Taunt / 3 gp tick wage


Benefit for the Exotic:

Seeker:
They lurk in the heart of the wilds, the depths of the mire, the abandoned keeps, and, the heights of mountains and clouds. These beings are known and feared, they are hunted and stalked with a uncertain result. The brave and foolish alike often finding themselves at odds with these foes as their countrymen cower. You are braver or more foolhardy then most, to take on these most dangerous of games. Yet with lance, crossbow, and, torch, you stride with careful and hateful step. Within you a spark of the hunter's spirit be it the lingering thirst of Malar or the final glowing touches of Lathander's hope. You walk forward seeking to right a wrong, steal a horde, or, become a champion...

+2 slashing damage when you equip a spear/crossbow / +1 will / +2 Listen +2 Search +2 Spot / 5% immunity to all elements


Benefit for the Unknown:

Slayer:
Screams herald your steps, chaos in your wake. You are the first who arrives on the scene of a masacre and inspects the viscera for marks of the strange and diabolical. Rarely are you greeted with a smile or handshake, but with whispers and closed doors. You seek the distant and dangerous which lends this job to hold a ephemeral nature for most. But you have survived, you have endured the horrors of the beyond, the dripping ichor of the dead and damned, the guttural chants of the cultist, and, gloaming eyes of the beholder. You have endured where countless others failed, and when you arrive, it is because there was no other hope beyond the aid of a slayer...


+2 dodge ac against your FE's / +1 fort +2 saves against fear / +2 Spellcraft +2 Lore / Every reset you gain a Slayer ward if you have one already you do not gain another.

Slayer ward:
Single Use one of the following
-Stone to flesh
-Undeath to death
-Banishment
-Mind blank







 
#6
Suggestions /
October 16, 2016, 01:29:48 PM
The weight of duty

Item type: Shield
Domains: Law, Fate

Description:
A large shield found with holes pocking its surface. The construction is clearly inherently flawed, but there is a strange potency that radiates from the red smears about the holes. Is this the burst sanguine of a saint or blackguard? All that can be told is that this bulwark was wielded in the line of duty and it still radiates this weight even in eons past its time of service.

Powers:

Min level 7
Circle max 5

-1 ac, 5% physical DI, weight increased to 50 lbs,
1/day shield, 1/day Caster level 10 endurance.


The soul battery

Item type: Medium sized drum appearance
Domains: Evil, Magic

Description:
A large tube which thrums with horrifying prospect, to hold it is to hear the screams of the entombed. Within this device seems to be a particularly evil or good soul, one cannot tell, but its imprisonment is something that most would not wish on their darkest foes. Yet if one felt that sinister draw to the darkness, They could also slide the curious tendril of sapping power into its depth and draw on the near fathomless depth of this beings power. Rumor holds that this is where the creatures of the blood war draw their power, and in dark times, dark measures are needed indeed.

Powers:

Min level 5
Circle max 5

+1 CL to all spells
Dark fire becomes negative energy weapon

[Must be emoted when spells are being cast, it can be assumed that the wailing horror of a captured soul being drained is clearly unique and unmistakable sound.]


The last scabbard

Item type: Cape model, Scabbard
Domains: Metal, War

Description:

This ruined sword seems to be fused into this scabbard. What ever beast was last killed with it seems to have been something of obscene power. But due to its age long neglect it has festered and bound the blade stuck within its sheath. One can feel the malformed blade through the aged leather and it resounds with a potent and unknown magic. What ever it once was, it clearly is now simply a battery of divine might, that shall serve, in sheath or hand.

Powers:

Min level 8
Circle max 5

+1 Fortitude, Will
Slots 1, 2
+3 discipline
+3 concentration
5% physical DI V Slashing
1/day Keen




 
#7
GLARRRRRGOOOO QUESSTTTTTT!

This was an awesome event done by Blue41, Derfo and others, please if anyone has more Screenshots of it, post them!
#8
From a twisting nether did they emerge seeking the truth of a fall...




A horned and twisted terrain, brimming with chaos..



And so they departed from it, seeking what remains of the corpse...



In the distance is a spire of light and twisted earth seen, yet not only explorers walked shadowed lands...




And so they claimed, after fighting and felling creatures of dark and shadow of chaos and strange union...




They neared the final scene of a astral murder which slaughtered helping hands...



There was little to be said...



And his lingering essence was seen with his domain...




And with their duty done to the lord of nothing, they departed...




Their duty to see where Gods die.




 
#9
Off-topic Discussion /
September 03, 2016, 06:07:57 AM
yeh
#10
A strange nature moot occurred in the middle of the mold mire where odd bird men and beetle-person creatures spoke....

Who knows what will emerge from these strange dealings and what shall happen to the delicate balance of the Underdark!




[hide=Soon...]

[/hide]
#11
Feel free to add your own screenshots of the event.

Opening ceremony:


Minor complications:


The soon to be champions assemble:


The losers pay the price[2]:



The losers pay the price[3]:


Champions of the battle and their fleshy spoils:


Aftermath:


The Champions(Sans Casimir):


Hail to the dead:
#12
Screen Shots & Obituaries / The Dread Invasion!
August 27, 2016, 03:40:55 PM
I don't have many screenshots but I've a pair of them, I'd like to share. Here is what I got. I hope others post their SS's as well!

 
A long awaited meeting...

Never shall a man with a cause fall, he will just rise and rise again.
#13
Suggestions /
June 08, 2016, 02:45:52 PM
#PassLife
#14
Perhaps give Barkskin a certain amount of Fire vulnerability?

And on that note give grease a colorbomb like effect that when casted on people they gain the shadowshield VFX along with a fire vulnerability.

Just some thoughts to change up the way risk/reward and defenses are handled.

 
#15
General Discussion /
February 13, 2016, 09:25:56 PM
Rarely if ever do I agree with Damien, but I agree whole heartedly with what he is currently saying. The server is slowly petering off over time and its only getting worse and worse. There doesn't seem to be any progression and its all very directionless. The war was the most interesting thing to happen all chapter and I am sure the changes are still being made, but it seems like nothing changed beyond a single faction being removed.