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Topics - SN

#21
EFU Mechanics / Feat Changes
October 15, 2014, 01:18:13 PM
[SIZE="3"]Feat Changes:[/SIZE]


  • Skill Focus: Heal - Allows you to heal 2 HP per round using herbs (Instead of the standard 1 HP per round).
  • Silver Palm - A special bonus for merchants.
  • Death Domain shadow avatar will not appear before level four. The avatars have also been modified to be appropriate for each particular deity.

  • Turn Undead has been modified to allow for commanding as well as destroying. Specifically,
    • Clerics with an evil alignment will command the undead.
    • Clerics with the Good domain will command good-aligned outsiders.
    • Clerics with the Evil domain will command evil-aligned outsiders.
    • Clerics with the Fire domain will command Fire Elementals (likewise for the Earth, Air, and Water domains).
#22
EFU Mechanics / Death & Respawning
October 15, 2014, 01:06:29 PM
Death & Respawning

Death on EFU has serious consequences:
  • Respawning removes 1/3 total experience.
  • Raise Dead removes 1/6 total experience.
  • Resurrection removes 1/9 total experience.
Characters that have died from a PvP action cannot respawn, but can only be raised. Consult a DM if you feel that you have been griefed.

However – the calculated XP loss will not take into account some specially DM granted Permanent XP, for example: John Keats has 15,000 XP, out of which 5,000 has been awarded by a DM in the form of special permanent XP. He dies and respawns – the total XP loss will be 1/3 x (15,000 – 5,000) = 3,333 XP

If death experience loss drops you below your current level, you will lose that level.

PCs that are level 5 and below that respawn to the mausoleum preserve their equipment, but levels 6+ drop the equipment where they died.

If you die alone, it's fully permitted to get a DM for help (i.e. ask a DM to clear the spawns from your corpse before respawning).

---

Death on EFU is pretty common as the setting itself can be unforgivable. We get attached to our characters and sometimes dying in a really stupid way or killed in PvP can make one want to "rage-quit". It's good practice to step away for a while, take a breath and look at the situation calmly.

Especially with PvP deaths, the 'receiving' end may not be fully aware of the plot-reasons behind it. If in doubt, best consult a DM.

Edited Note: Characters now receive a portion of any XP lost from a death in the form of advancement XP.
#23
EFU Mechanics / Skill Changes
October 15, 2014, 12:13:33 PM
    Character Skills:[/B]

    Many skills have been modified, turned off, or replaced to better balance and fit in with EFU's unique design.

    Please note that skills requiring training (Animal Empathy, Perform, Tumble, Open Lock, Disable Device, Set Trap, Pick Pocket, UMD) will require at least 1 point spent on the skill for item bonuses to apply.

    For example: if your character has boots with +5 Tumble on them, but does not have a single point spent in Tumble skill, the +5 will not apply.

    [hide=Animal Empathy]Animal Empathy:
    If an animal is AE'd while attacking another player, it will continue attacking until commanded to do otherwise.  A dominated animal can be spoken through with the voice command "/v d [insert text]".  This does not mean your character can talk through animals, it just makes you capable of emoting things like: [growls menacingly at Joe Blow].  The "Control Companion" player tool also allows for greater control of dominated creatures.  The voice command "/c recall" will teleport a stuck/stubborn animal to your side as long as you are not in combat.  Also, the higher this skill, the less likely animals will attack you.
    [/hide][hide=Appraise]Appraise:
    You should not role play being good at haggling without ranks in this skill. DMs will use appraise as a skill check for negotiating prices in any kind of RP interaction. High appraise may reveal special items in shops. High appraise may reduce the cost of brewing potions and crafting wands.
    [/hide][hide=Bluff]Bluff:
    Generally unchanged. It is however frowned upon to roleplay being a good liar without ranks in this skill.  DMs may also use this skill to determine ability at things such as disguise and forgery.
    [/hide][hide=Concentration]Concentration:
    Unchanged.
    [/hide][hide=Craft Armor/Weapon]Craft Armor/Weapon:
    Disabled.  With the proper EFUSS skills it may be possible to craft something.
    [/hide][hide=Craft Trap]Craft Trap:
    Now represents the "Engineering" skill.  EFUSS will now add +1 Craft Trap per 5 EFUSS Engineering ranks (for a max of +2).
    [/hide][hide=Discipline]Discipline:
    Unchanged.
    [/hide][hide=Heal]Heal:
    Healing kits will heal 1 hp/round a total of the difference between the heal check and a DC of 11 (i.e. a Heal check of 17 will heal 6 hit points over 6 rounds).  The DC is 21 while in combat.  There are various qualities of herbs that can heal more than 1 HP/round. Also, feat Skill Focus: Heal will further improve the ability to use the healing kits. Healing kits do not cure disease or neutralize poison.  Salutatory Tonics cure disease and Antitoxins neutralize poisons with a successful heal check. Heal is also used in Herbalism skill.
    [/hide][hide=Hide]Hide:
    Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
    [/hide][hide=Intimidate]Intimidate:
    Unchanged.
    [/hide][hide=Listen]Listen:
    Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
    [/hide][hide=Lore]Lore:
    Generally unchanged. Note that the "Identify" spell no longer gives a boost to Lore, but instead identifies three unidentified items in your inventory.  "Legend Lore" still provides a Lore boost. Lore is also used in the Alchemy and Herbalism skills, gives a small bonus to the Tracking ability of Rangers/Druids, and is used in EFU's custom Necromancy system.
    [/hide][hide=Move Silently]Move Silently:
    Generally unchanged. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
    [/hide][hide=Open Lock]Open Lock:
    Unchanged.
    [/hide][hide=Parry]Parry:
    Unchanged.
    [/hide][hide=Perform]Perform:
    EFU has a unique bard song system featuring 40+ setting-specific songs, usable through songbooks.  Bard level is used to determine the strength of bard songs, not Perform. Every 3 points in Perform will add 1 round of Bard/Curse song however. More details can be found under the Bard Class description.
    [/hide][hide=Persuade]Persuade:
    Unchanged.
    [/hide][hide=Pick Pocket]Pick Pocket:
    Bioware Pick Pocket disabled. EFU uses a custom Pick Pocket system.

    [hide=EFU Pick Pocket mechanics explained]Short story:Rogues (from version 1120 of EFUA) get pick pocket and a neat little tool called "Examine Mark" which reveals information about creatures that you target the tool with, depending on your rogue levels and spot/heal skills. Both of these new toys are accessible from the Player Tool menu.

    And for people who are deeply interested in the actual mechanics, here is what Pick Pocket and Examine Mark actually do. Or in other words,[hide=Really, REALLY long story:]
    [LIST=1]
    • Added the Pick Pocket player tool, which is available to all PCs who have invested at least 1 point in the Pick Pocket skill.[LIST=1]
    • Rogue level is added to all pick pocket skill checks
    • You cannot pick pocket:[LIST=1]
    • Yourself
    • DMs
    • Anyone that you've attempted to pick the pocket of in the last 30 minutes (unless the last attempt happened during a previous EFU session)
    • While in combat
    • NPCs
    • Targets that you can't see
    • Anyone further away than RADIUS_SIZE_SMALL
    • The thief is made to face the target as he is attempting a pick pocket attempt.
    • To successfully pick a pocket, there are two phases of rolls:[LIST=1]
    • Detection Rolls[LIST=1]
    • The target receives a check calculated as follows:[LIST=1]
    • The DC that the target must obtain to successfully detect the thief is the pick pocket skill of the thief.
    • The opposed roll is d20 + spot skill + modifier. The modifier is the sum of the following factors:[LIST=1]
    • -5 if the target is not seen
    • -5 if the target is not heard
    • 5 if the target is in detect mode or an elf
    • 5 if the target is in a pi/3 field of vision
    • The roll is silent.
    • If the target rolls a 20 then the thief is automatically spotted.
    • If the target spots the thief's attempt, but the thief is not actually seen, then:[LIST=1]
    • The target will see the floating message: "You swear that someone just tried to pick your pocket..."
    • Otherwise:[LIST=1]
    • The target will see the floating message: "(Thief's name) just attempted to pick your pocket!!!"
    • In both cases:[LIST=1]
    • The pick pocket attempt automatically fails. Don't bother with the acquisition roll.
    • The thief must make a bluff roll vs DC 15. If he succeeds:[LIST=1]
    • He receives the floating message "(Target's name) just detected your pick pocket attempt, but you have remained calm and inconspicuous despite  your failure."
    • If he fails:[LIST=1]
    • He  receives the floating message "(Target's name) just detected your pick  pocket attempt. Failing to conceal your shock, your guilt is blatantly  apparent!"
    • Stealth mode, if active, will cancel.
    • The message [Just tried to pick (Target's name)'s pocket!] will be spoken by the thief in red.
    • The thief plays the steal animation.
    [/list] [/list]
    • Everyone within RADIUS_SIZE_COLOSSAL who sees the thief also gets a spot roll to detect the pick pocket attempt.[LIST=1]
    • The roll is silent.
    • The DC is calculated as the pick pocket skill of the thief.
    • The DC is compared against d20 + spot skill + modifier for all observers. The modifier is the sum of the following factors:[LIST=1]
    • -1  for each 1/2 metre the observer is from the thief (RADIUS_SIZE_COLOSSAL  is 10.0m, so the maximum negative spot modifier for distance is -20).
    • +5 if the target is in the observer's pi/3 field of vision.
    • +5 if the observer is in detect mode.
    • If the observer makes a successful roll, then he receives the  floating message: "You see (Thief's name) trying to pick (Target's  name)'s pocket."
    • If the observer rolls a 20, then the thief is automatically spotted.
    • The observations of third parties have no role in determining the ultimate success or failure of a pick pocket attempt.
    [/list]
    • Acquisition Roll[LIST=1]
    • The thief makes a pick pocket roll against the target's pick pocket DC
    • The pick pocket DC is calculated as the sum of the following factors[LIST=1]
    • 25
    • The target's wisdom score
    • 1/2 of the target's pick pocket skill
    • - 5 * log_10 (target's gold + 1)
    [/list]
    • If both rolls are successful, then the target's pocket is  picked. If not, the thief receives the floating message: "You fail to  pick your mark's pocket."
    • A successful pick pocket attempt means:[LIST=1]
    • If  the target has no gold, then the thief receives the floating message:  "You successfully pick your mark's pocket, but there is no gold to  take!"
    • If the target has gold, the thief receives a random  amount of gold between 1 and N, where N = min{(target's gold) / 10, 10 +  rogue level}.
    • If the target loses gold, the thief sees the floating message "You successfully pick your mark's pocket."
    • If the target loses gold, the target sees the message "(OOC: You don't notice some of your gold go missing)"
    [/list]
    • Added the Examine Mark player tool (available to 4th level  rogues) which reveals the following information about a target non-DM  creature that the examiner can see:[LIST=1]
    • Is the target in detect mode?
    • Is the target in stealth mode?[LIST=1]
    • If  so, AND if the examiner has at least 5 rogue levels, AND if the  examiner has at least 7 spot, a bounded approximation of the hide and  move silently skills is shown to the examiner (where the upper and lower  bounds are calculated from a Fibonacci sequence of initial values 2 and  3)
    • (If the examiner has at least 6 levels in rogue and 7 spot  skill) How high is the target's spot skill? The answer is given as a  bounded approximation, where the upper and lower bounds are calculated  from a Fibonacci sequence of initial values 2 and 4.
    • (If the  examiner has at least 8 levels in rogue and 14 spot skill) How high is  the target's listen skill? The answer is given as a bounded approximation, where the upper and lower bounds are calculated from a Fibonacci sequence of initial values 2 and 4.
    • (If the examiner  has at least 6 levels in rogue, AND his spot skill + rogue levels - 5 is  higher than the target's pick pocket skill / 2 + wisdom score - 5 *  log_10 (1 + (target's gold)) How much gold does the target have? The  answer is given as a bounded approximation, where the upper and lower  bounds are calculated from a Fibonacci sequence of initial values 10 and  20.
    • (If the examiner has at least 7 levels in rogue and 5 spot  skill) What is the approximate net mass of the target's carried  possessions? The answer is given as a bounded approximation, where the  upper and lower bounds are calculated from a Fibonacci sequence of  initial values 2 and 3.
    • (If the examiner has at least 8 levels  in rogue, 11 heal and 11 spot) What are the precise values of the  target's current and maximum hit points?
    [/list][/hide][/hide]
    Some NPCs have dialog options to allow you to try to pick his/her/it's pocket as well.
    [/hide][hide=Search]Search:
    Unchanged. Used in the Tracking ability of Rangers/Druids.
    [/hide][hide=Set Trap]Set Trap:
    Generally unchanged. Traps against NPCs should be used in moderation, excessive use of traps used in a method that clearly is exploiting limited AI should be avoided. Traps in PvP should be used tastefully - they should not be stacked, and you should generally limit yourself to one direct damage trap and one disabling trap at a time. Exceptions may be possible, if so consult with a DM for situational use.
    [/hide][hide=Spellcraft]Spellcraft:
    Generally unchanged, though also used in Alchemy skill as well as EFU's custom Necromancy system.
    [/hide][hide=Spot]Spot:
    Generally unchanged, though used in many custom EFU systems, such as Tracking ability of Rangers/Druids. A stealthed or invisible character that appears transparent has only been heard and not spotted, and cannot be identified. While this is hard to enforce, players are kindly asked to abide by this rule.
    [/hide][hide=Taunt]Taunt:
    Unchanged.
    [/hide][hide=Tumble]Tumble:
    Grants +1 bonus to AC for every 5 points in your total modified Tumble skill or total ranks, whichever is lower (i.e. a modified Tumble score after armor/shield check penalties and item/ability bonuses of 7 will result in +1 AC, even if you have 10 or more ranks).
    [/hide][hide=Use Magic Device]Use Magic Device:
    Balanced for EFU. Crafted wands have a DC of (15 + spell level).  Scrolls have a DC of (25 + spell level).  Failed UMD checks do not result in loss of a charge or scroll.
    More information on UMD and its' mechanics, specifically Use Magic Device Item Cost Table, can be found here.[/hide]



    Thanks to Pup for his post in Player compendium about skill changes, from which this has been created..
    #24
    EFU Mechanics / Player Tools
    October 15, 2014, 10:22:14 AM
    Player Tools

    Accessible through the crafting menu (right click on your character, click on the icon directly left on the wheel, and on the second wheel click on the anvil directly upwards), there are 10 player tool slots, each of which can be given a player tool. These act as feats and can be put onto the quickslot bar or accessed directly through right clicking on the slot you wish to put it in, or on yourself. Then choose the direct left circle option on the radial menu, and the class tool (in the bottom left on the second option circle) where they can be found (the wand-looking icons). Simply hover the mouse over them to see which player tool slot it relates to.

    [hide=Control Companion]Control Companion:
    This can be used to direct summoned creatures, animal companions, familiars or henchmen, allowing finer control. First, use the player tool on the companion. Then, use the same player tool to click on either a location or an object. If you click on a location, the companion will move to where you clicked. Anything locked will be picked (if the companion has open lock) or bashed. Unlocked doors will be opened, while unlocked chests will always be bashed. If you click on any creature, the companion will attack it.[/hide][hide= Search Inventory]Search Inventory:

    Attempts to search a PC within close enough range, giving a list of all items in their inventory. Use the player tool on the PC. If they are standing, they will be given a confirmation that they agree to be searched, which they can refuse. If they have been subdued, they can be searched without needing confirmation. [/hide][hide=Yank Pack]Yank Pack:

    This can be used to place the make the pack of a subdued or bleeding PC appear on the floor next to them, so you can loot a defeated enemy or help your ally with their own healing. Simply use the player tool on a downed PC when close to them. [/hide] [hide=Drop Pack]Drop Pack:

    Basically the personal equivalent of Yank Pack, allowing you to drop your own inventory for whatever reason (this can be used whether you're bleeding/subdued or not). Use the player tool and click on yourself to drop your pack. [/hide][hide= Collect Pack]Collect Pack:

    Allows you to quickly pick up all items in your own pack, whether it was dropped through death or either of the above tools (though those of other players will need to be taken manually). Use the tool and click on the pack and all the items will be collected automatically. [/hide][hide=Knock]Knock:

    Can be used to knock on a door, which sends a message *Knock* to everyone in talk distance to both sides of the door (even over transitions). Use the tool and click on the door you wish to knock. [/hide][hide= Aim Catapult]Aim Catapult:

    This tool can be used to fire a catapult at the point which the tool is used on, though there are limitations to how far or close a catapult can be fired. The tool does not need to be used on the catapult; instead, simply stand near it and use the player tool on the point you'd like to fire at. Note it doesn't follow moving enemies, staying aimed at the point of ground they were on when the tool was used on them. [/hide][hide=Potion Homogenizer]Potion Homogenizer:

    This tool can be used to make potions with identical effects and caster levels stack. If you have two potions with identical names and effects that don't stack, or two potions with different names but identical effects, simply use the tool on both potions. If this doesn't work, first check to see the effect of the potion, especially the number in the brackets next to the name of the spell effect. If this number is different, the potions won't stack even after homogenizing. If the number is the same, try using the homogenizer again after you've drunk one of each potion. [/hide][hide=Sunder Magic]Sunder Magic;

    Used in alchemy, more information on it can be found elsewhere on the forums. To do it, simply use the player tool on the item you wish to sunder.
    (For more on general Sunder Magic info, see: http://www.efupw.com/forums/showthread.php?t=63417)[/hide][hide=Climb Tool]Climb Tool:

    Much like the climbing claw, it allows you to climb up rock faces without a claw, at a higher difficulty rather than with a claw. The way one uses said tool is by going up to a cliff side and clicking its top with the tool.[/hide][hide=Harvest Meat]Harvest Meat:


    The same as the surgical knife or the meat knife, it allows you to gather meat at a higher difficulty rather than with a knife. To use this tool, select it and then click the corpse of an animal that has not yet faded to a loot bag. [/hide][hide=Harvest Poison Glands]Harvest Poison Glands:

    A new tool that allows one to gather poisons from creatures such as and not limited to spiders and snakes. To use this tool, select it and then click the corpse of an animal that has not yet faded to a loot bag. [/hide][hide=Unleash Undead]Unleash Undead:

    This tool will allow a necromancer to release the undead he/she animated from control and leave them in a certain place of a server. It requires SF: Necromancy feat. When you release your binding, at most you can expect them to possibly not be hostile to you, though even that may not hold forever. The creatures will be hostile to everyone else.[/hide][hide=PVP tool]PVP Tool:

    As the name implies it is a tool to hostile or not hostile a player target. To use this tool, select the tool then click the player. This will either hostile them if they are not hostiled, or unhostile them if they are.[/hide][hide=Examine Mark (Rogue only)]Examine Mark (Rogue only):

    A rogue is able to glean details about others that most people don't notice. Select a creature to examine it. The depth of the details provided will depend on a number of factors, including how many rogue levels you possess and the number of ranks of spot or heal skill that you have.

    For detailed explanation on science behind Examine Mark, please refer to here.[/hide][hide=Pick Pocket tool (Rogue only)]Pick Pocket tool (Rogue only):

    A rogue receives a Pick Pocket tool (vanilla NWN pick pocket is disabled). To use it, simply target the PC you’d wish to attempt to rob and the science behind it will do the work.

    However, please keep in mind, that ultimately Pick Pocket is considered a PvP action and you should have DM present if attempting to do so in an NPC populated area.

    Also – bystanders can also spot you picking a pocket, so chose your target and moment wisely. Once you use it, you will have to wait 30 minutes to try again.

    For detailed explanation on science behind Pick Pocket, please refer to here.[/hide][hide=Cut Purse tool (Rogue only)]Cut Purse tool (Rogue only):

    A rogue also receives a Cut Purse tool. It works similar to the Pick Pocket tool (please remember that PVP rules apply!) but there are significant differences:
    • You can use Cut Purse more often than Pick Pocket (the 30-minute delay only applies to the target you robbed previously).
    • Size of the purse matters – for someone with five gold coins, losing even one is a major setback and very easy to discern. Get up in the thousands and you may not notice the few gold coins slipping away.
    • Even if you are successful - the target will (after a certain delay) receive a message saying that their purse is missing.
    • If you fail your PC will be dropped out of stealth and an emote forced on your PC indicating that he attempted so.
    [/hide]
    #25
    EFU Mechanics / Climbing
    October 15, 2014, 10:18:41 AM
    Climbing:[/B]

    EFU has an extensive climbing system, allowing characters to traverse what may appear as an impassable area. Climbing takes into the account various skills/stats/factors (f.e. Tumble, EFUSS Climbing, encumbrance, armor and various different factors). Rolling a “1” will result in critical failure. Upon failing the Climb check, your character will fall down and take appropriate falling damage (may result in death!). Not all areas are climbable.

    There are several types of climbing systems in the game, each listed below.

    [hide=Transition Climbing]
    Quite simply as it says, click on a transition. Make a climbing check and climb up or slip down.
    [/hide][hide=Player Tool Climbing]
    This is the first method of climbing the many scalable cliffs/towers/walls in EFU:R. Simply go to player tools and select the climbing tool. Then when stood closely to the placeable or area you wish to climb up to or down to, click the player tool at the surface and attempt to climb. (Note: the check is harder to represent climbing with your hands).
    [/hide][hide=Rope Climbing]
    With the use of a rope, even the weakest or heaviest of adventurers can scale to their destination. In order to use a rope you must purchase one and place it using the rope on the surface. (Note: you can only lower ropes, so no climbing upwards without an ally lowering the rope down for you!)
    [/hide][hide=Climbing Claw]
    A claw enables players to swiftly move up and down cliffs or other placeables, using it in the same way as the player tool with the item property. It is easier to climb with a claw than using the player tool.
    [/hide][hide=Grappling Gun/Hook + Rope]
    The final form of climbing. A new implementation for EFU:R, players can now use this feature to cross chasms and rivers at certain places. Used in a similar way to the claw with an item property, firing the grappling gun across the opening you wish to climb will allow you to move to harder to reach (in some cases, impossible to reach!) places. It can also be used for when you receive a message that there is an opening in the ceiling above you - the rope with the hook can be then fired vertical. You will receive a message in the Combat Log once you reach a spot where the grapple gun can be used (such as an opening in the ceiling, chasms..).
    [/hide][hide=Ladder]
    Players can purchase a ladder - climbing one is very easy, but of course - one needs to carry it and such a thing weighs its' due!
    [/hide]
    #26
    Suggestions / Remove Barkskin VFX permanently
    January 15, 2014, 11:44:32 PM
    As it is now, I believe a certain level Barkskin gives the vanilla NWN Barkskin visual..

    As in the title, maybe we could have it removed once and for all.

    Why?
    • It makes screenshots ugly!
    • It makes other PC's instantly go 'Druid!'
    • Allows others to instantly have an inclination as to how powerful a PC is (not).
    • It IS ugly.
    #27
    Player Compendium / Svirfneblin
    August 16, 2013, 08:02:56 PM
    Scourging through the interweb while looking for more in-depth information about Deep Gnomes, I came across an old article issued in the Dragon magazine.

    Thought I'd share, this is obviously not 'EFU-canon', but still an interesting read with several interesting quirks!

    [hide="The Folk of the Underworld"]"The Folk of the Underworld"
    The svirfneblin point of view
    by Eric Oppen, [Dragon#131]

    Of all the underground-dwelling races of demi-humans, the svirfneblin, or deep gnomes, differ least in outlook from their surface-dwelling cousins. Having moved underground voluntarily (instead of fleeing a lost war, as the drow and duergar did), the svirfneblin have less animosity toward the world in general and their surface-dwelling kin in particular. [See “The Gnomish Point of View” in the Best of DRAGON® Magazine Anthology, Volume 3.]


    Gnomes and deep gnomes

    Like surface gnomes, svirfneblin love jewels and do exquisite work with them. Their jewelry is a much-prized article of trade in the underground world, purchasing things the deep gnomes cannot make themselves. Svirfneblin and gnomes share an affinity for jewels that closely parallels the dwarven and duergar skills with metal, or the elven love of living things.

    Another area of similarity between deep and surface gnomes is their sense of humor. Pranks and practical jokes are a major source of svirfneblin amusement, and are often turned into a form of defense or attack, particularly against larger races. Svirfneblin jokes tend to be grimmer than those played by surface gnomes, since many of these jokes are played on enemies. A svirfneblin who successfully defiles a shrine to Lolth without the drow catching on is regarded as a hero, just as is the surface gnome who palms off a necklace of strangulation on an enemy by representing it as a magical necklace of some other sort. To the svirfneblin, an enemy’s discomfort is extremely humorous, particularly if it proves fatal.

    Svirfneblin culture differs in several ways from that of the surface gnomes. One obvious difference is the apparent dominance of svirfneblin males in all professions having to do with the world outside their settlements. No female svirfneblin willingly leaves the settlement, except in the case of a dire emergency. There are two reasons for this. First, the relatively low birthrate among deep gnomes makes it imperative that the females (who are much more important in a society with a low birthrate) be protected from the terrible dangers of the underworld as much as possible. Second, whereas most surface gnomes confront relatively stupid enemies such as orcs, goblins, and kobolds, deep gnomes must deal with exceptionally intelligent foes such as the derro, drow, duergar, and kuotoans. These dangers make deep gnomes reluctant to risk their female population outside of their protected settlements. Svirfneblin do not understand or approve of female surface-gnome adventurers, and they do not like to see female adventurers of other races, though they tolerate them. They see female drow, however, as being as despicable as the males (if not worse), and they treat them both much the same.

    Deep-gnome culture differs from that of surface gnomes in another way. Surface gnomes are on close terms with burrowing mammals, but svirfneblin have much more powerful allies in the form of earth elementals. It is said that the first rulers of the deep gnomes forged this relationship by signing treaties and making alliances with the leaders of the earth elementals. In any case, those who would otherwise have exterminated the deep gnomes tread cautiously around them, since many svirfneblin can summon up powerful help on short notice. The dangers of their environment make this alliance of great benefit to deep gnomes. For the sake of game balance, deep gnome PCs have a greatly reduced chance of summoning earth elementals (as noted in Unearthed Arcana, page 11; otherwise, everyone may want to be a svirfneblin, and svirfneblin PCs will be much too powerful. Perhaps a svirfneblin PC should be required to go through a lot of effort to summon an earth elemental, requiring about six hours of absolute rest afterward. Otherwise, a svirfneblin PC should have only a 5-10% chance per level of successfully performing such a summoning.


    Character classes

    Svirfneblin clerics are usually very influential in their communities. They act as judges, doling out rewards as well as punishments to those who deserve them. The svirfneblin realize that, in the threatening environment in which they live, peaceful arbitration of disputes is essential to survival. As a result, svirfneblin clerics usually have numerous healing spells at their command; they also usually have a number of spells designed to allow the user to find out the truth. In case of squabbles within the group, the svirfneblin cleric usually does his utmost to work up a solution that is agreeable to both sides. When negotiations with other races are necessary, svirfneblin clerics usually speak for their people.

    Svirfneblin fighters have a lot in common, mentally, with their surface-dwelling cousins. These characters see themselves as .giant killers," much as do surface gnomes. When enemies are physically smaller than the deep gnomes (as are the jermlaine), the svirfneblin are usually more merciful than they would be to larger opponents. Resentment of being .talked down to by larger folk runs deeply and bitterly with this race.

    Like their surface-dwelling kin, deep gnome fighters have no inhibitions about using various tricks and traps to make up for their relatively small size. A wily svirfneblin general can earn a wonderful reputation as a warrior without ever fighting a pitched battle. Because of their low birthrate, svirfneblin do not regard each other as expendable, and every possible avenue is explored to avoid direct confrontations with foes.

    Svirfneblin illusionists hold very high status among their fellows. Other deep gnomes respect the long hours of study that are necessary to train an illusionist, and a well-placed illusion has saved many a svirfneblin community. Only the fact that some of their worst enemies, such as the duergar, are immune to illusion spells limits illusionists usefulness. Conscious of their high standing, svirfneblin illusionists are usually full of pride in their accomplishments â€" “cocky.” - describes their manner well.

    Svirfneblin thieves and thief-acrobats usually take up the trade for the same reasons members of other underground dwelling races do: to serve their community and people by plundering enemy goods, to aid exploration parties with their skills at climbing and lock-picking, and to strike from the shadows at the backs of enemies. Like other gnomish thieves, svirfneblin of this class adore puzzles and often try to steal something thought unquestionably
    safe, merely to find out if it can be done.

    Svirfneblin assassins are the grimmest of their race. Like other gnomes, they enjoy a joke, but they prefer .gallows humor over anything else. They hold higher status among svirfneblin than surface-gnome assassins do in their societies, for the same reasons that other underground-dwelling peoples grant assassins higher status than they receive on the surface. Open warfare or interclan feuding could spell universal doom; thus, when a deep gnome is sentenced to death, an assassin is usually dispatched to do the job. As with other underground peoples, assassins also do much of the fighting against enemies of other races. Since deep gnomes are small and, some think, easy to enslave, the presence of assassins among them is one way to ensure that slavers will probably regret it bitterly. Assassins are sometimes added to commando-style raiding parties, with orders to eliminate certain powerful opponents during the raid. Assassin guilds do not exist as such among the svirfneblin, though informal networks exist through which they gain their training.

    Since the deep gnomes have long childhoods (which often last for the better part of a century), multiclassed svirfneblin are not uncommon. If a young deep gnome is seen as having talent in more than one area, he receives training in more than one profession. Multi-classed deep gnomes hold higher status than single-classed ones do, and in the councils, their word usually carries much weight.


    Underground neighbors

    Svirfneblin live in a dark, dangerous world, and have many enemies, but the most bitter feud is the one they carry on with the drow. Svirfneblin and drow hate each other, and both sides delight in mutual torment. Svirfneblin often force drow prisoners to slaughter spiders, and the drow retaliate with interest when they catch svirfneblin. Competition for food, living space, and gems embitters relations already poisoned by the difference in alignment between drow and svirfneblin.

    The svirfneblin hardly know that surface elves exist. When they first encounter surface elves, svirfneblin are usually nonplussed at finding elves with such different coloring, who do not worship Lolth, and who share a lot of their outlook with the deep gnomes. Once their initial suspicion is overcome, the svirfneblin will be very curious about surface elves, peppering them with questions about their lives.

    The second most bitter feud carried on by the svirfneblin is with the duergar. The gray dwarves and svirfneblin compete for food and living space, as do the deep gnomes and drow. Dwarven greed, inflamed to a white heat in the duergar by their worship of Abbathor (Unearthed Arcana, page 111), makes them passionate hunters of deep-gnome caches of gems. Not surprisingly, the deep gnomes retaliate whenever possible. One revenge tactic the svirfneblin favor is slipping into a duergar treasure vault and emptying it out, then putting a few traps on it that the gray dwarves aren’t aware of. When the two races manage to meet peacefully, the svirfneblin are incapable of understanding the duergar regard for dignity, and find it difficult to resist playing pranks on these stolid folk. Puncturing the dignity of others is regarded as great fun, but it does get the svirfneblin into many fights.

    Svirfneblin regard other dwarves with some suspicion .at least until the surface dwarves establish clearly that they are not in sympathy with the duergar. Svirfneblin pranks are not popular with surface dwarves, but the absence of a history of warfare between the races keeps the pranks under control.

    Svirfneblin barely know halflings exist. The halfling life of peaceful pastoralism generally appeals to deep gnomes, although the deep gnomes have a hard time believing that life can really be that quiet and peaceful. When svirfneblin and halflings meet, the halflings, small size helps the svirfneblin feel friendlier and less threatened. Of course, svirfneblin who’ve lost cherished jewels to halfling thieves are an exception to this rule.

    Svirfneblin do not like half-orcs any more than they do other humanoids, such as orcs or goblins. Since svirfneblin live a lot farther down in the underworld than orcs generally do, they seldom meet halforcs, although they are aware of the well-earned reputation half-orcs have on the surface. A party containing half-orcs can expect a chillier reception from deep gnomes than would otherwise be the case, but this reception will not be as bad as that given if the party included drow or duergar. To the deep gnomes, their occasional run-ins with orcs are not nearly as pressing a problem as their wars with other horrors of the underworld. Most deep gnomes would much rather deal with a whole tribe of orcs than with one mind flayer.

    Humans are viewed neutrally by deep gnomes. In general, humans meeting deep gnomes can expect the same treatment they afford the svirfneblin. As with any outsiders, the deep gnomes will play pranks, but no real harm is ever intended, unless the humans intend to harm the pranksters. Svirfneblin respect humans with abilities they don’t have, such as the ability to use magic. Humans who have attained higher levels in classes available to the svirfneblin are also treated with respect. Often, the svirfneblin make offers to hire humans with skills they need. The deep gnomes can be trusted in these deals, and humans taking up their offers can expect to return to the surface when their contracts are completed much richer than they left it.

    [/hide]
    #28
    Bug Reports / Cleric & GMW/True Strike
    July 24, 2013, 04:52:56 PM
    According to Pentaxius (and since he was too lazy to post this himself apparently :) ):

    • GMW for clerics at CL 10 was only +2
    • True Strike bonuses for clerics (fate domain) with none/SF/GSF Divination are +10/+15/+20, not +15/+20/+25 as indicated on the Johannes mega science thread.
    #29
    Bug Reports / Hold Animal
    April 06, 2010, 11:31:02 AM
    ... doesn't work on cats, intended or a bug? They are 'immune'.
    #30
    Bug Reports / Pathfinder perk.
    April 06, 2010, 11:29:34 AM
    On my ranger, I noticed that this Perk works only inside ... Tunnels. Like the Mist Ogre tunnels.

    Doesn't work in any other area.
    #31
    Suggestions / Writing Tablet/Paper
    March 22, 2010, 02:27:46 PM
    Just a quicky - perhaps add the Tablet / Writable Paper to the non-ZIggurat NPC's? Like the one in the Exiled Camp, Starwood, Ark, etc?
    #32
    Bug Reports / S. Oldbeams.
    March 19, 2010, 11:38:34 PM
    If asked for Wisdom, casts Ele Protection.
    If asked for Ele Protection, she casts... acid fog.


    Might also be the same case with Kaantu in the Exiled camp (i remember reporting Kaantu's bug long ago, not sure if it was fixed though!)
    #33
    Bug Reports / Remove Paralysis
    October 22, 2009, 12:49:09 PM
    ... doesn't work on "party" members. As LiS said, probably due to the fact it's a party spell.
    #34
    Bug Reports / Mob Spawn Point outside the Troll Quest
    October 21, 2009, 11:09:52 AM
    As in the title.

    The spawning point of the mobs too close to when you leave the quest area.

    Considering that the Bogs are an area which loads the ~longest~ of all, and considering the sight range of the Assassin Vines, it may result in players being transition raped (aka slaughtered/paralyzed before the area even finishes loading), having absolutely no means to defend yourself with if your graphics card isn't fast enough.
    #35
    Bug Reports / Inn Private Rooms -> Resting Problem
    October 09, 2009, 08:56:42 AM
    As in the topic.

    Rented a room in the Goblin yesterday.

    Tried to rest in it today, got a message that I don't have permission to do such.
    #36
    This is a suggestion for the players, not the DM's.

    Was reading through a lot of the suggestions recently, and some made me take out a can of facepalms and bathe myself in it.

    1.) Dudes, stop wasting the DM's time on futile stuff such as: PWEASE the monsters are too hard, PWEASE make 'em easier, PWEASE add +1 Cha to PC's who start with big breasts, PWEASE add a bench in front of the Kingsmann so everyone can sit there, instead of in the inn, as Ymph's air is fresh and healthy etc., as it seems to be happening all the time.

    2.) Stop wasting the DM's time on solving out ridiculous emo issues between some of you and forcing them to act like teachers in the 1st class of primary school, as it has been happening recently.

    add 1. & 2.)  Think if the change you propose is REALLY important compared to the ammount of work it's gonna take.

    3.) If a DM offers you an event, I would suggest hopping in glee and rushing for it, instead of going on a scripted Q or wasting your time debating colours of your freshly tailored suit in the Zig, as it has been happening recently.

    4.) When you deign to participate in the forementioned DM event, don't change the way your PC acts out of the blue, turning your God-Mode on and feeling all important, trying to show off your build/1337 skillz/1337 loot and that you're unbeatable in general. I've seen numerous times that PC's who normally are humble and timid, starting to act all fearless and god-like, because a DM was watching. I've seen numerous time PC's, who normally are perfect team-players going all individual on DM events, to show off they are the best (to get the best lootz or wtfever) = in short, stop being attention whores on DM events.


    Points 1 and 2 lead to the lesser ammount of DM events, because they are just wasting their time on something which could be way moar fun and constructive, for all.

    Points 3 and 4 lead to lesser ammount of DM events, because it makes this poor DM, who spends his free time trying to make you have fun go: "WTF, why would I even bother running an event if no one comes/people act like idiots on it, I'd rather go out for a pint with my mates."

    My two cents, cheers.

    P.S. I aint gonna bother replying to replies, just so you know, think on this or not, your choice.
    #37
    As in the topic (Rangers/Druids dont receive the +4 Hide/MS, speed etc in there)

    - The Witchwood Grove
    - The Desert
    - The Veil Forest


    Not sure if intended, if so, just disregard this post.
    #38
    Suggestions / Poison.
    May 22, 2009, 11:26:56 AM
    If there is an actual way to MAKE/CRAFT poison, then ignore this post ;)

    If not, my suggestion would be to make it craftable, and I do mean the poison to coat your weapon/ammo with.

    Perhaps having some of the monsters with venom glands drop a gland or too occassionally. Which then you need to work with the herbalism equipment or something, to make it be usable.

    As it stands now, the only way (In my knowledge) to acquire those, is to spam the Yuan-Ti quest. Or hope for an occassional vial dropping on other quests.
    #39
    A bit selfish suggestion:


    Add a property to the cat-skin, which upon using, will destroy it.
    (Single use Virtue or something similar)

    Representing burying the cat/burning its corpse, so the cat-hunters could not profit from it.

    Why? Because there's at least several PC's on the server plaing, who would actually do it.

    A minor thing, and I think, easily scriptable.
    #40
    Suggestions / Team-Nature communication system.
    May 13, 2009, 09:24:59 AM
    As far as it stands, the Ziggurat sendings give the 'Stone-team' a horrid advantage over the 'Nature-team'.

    As in: To make a sending about something important, first of all, one needs to get into the Zig. Second of all, the sendings can be heard only in the areas surrounding the Zig. (I recall them working earlier deeper in the wilds, but it seems not anymore)

    So, I suggest some sort of an communication system for the 'Nature-team'. As in, a 'device' in several wilderness areas, like a magical tree/bush/rock/flower/mushroom/wtfever, usable only by either druids/rangers, or perhaps even those of the Steward faction (eventhough im inclining myself more to the first option), through which you can speak to the others in the 'Team-Nature' (Hells, druids can listen to the whispers of the trees, squeeking of birds, etc.).

    As it stands for now, I recall several occassions, on which I wanted to meet up with one of the wilderness PC's, walking around for 2 hours, stealthed of course, missing each other on the way.

    IMO, what I'm suggesting is reasonable, the wilds are deadly to travel as it stands, 'Nature-team' is spread out everywhere, starting from WYldwater, Stargazer Village, Elfwood etc etc. Meeting up, when AVOIDING metagaming such as "// Dood, wtf are you, im walking the whole island for the fifth time, and I wanna RP with you.", or the semi-meta tell to a nature-dude who just logged on "[There have been a leaf with a message left here, there, and there and there and there, telling to meet there and there ASAP]" is just a pain in the arse.

    I'd love to see this somehow implemented, and IMO, would give the Nature-Team an easier way to meet up and do something TOGETHER, instead of wasting time looking for each other for hours and/or travelling to the Zig to make a sending which the others will probably not hear anyway as they are in the wilds where the sendings dont work.