Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Tracker

#1
Introductions and Group Management /
March 19, 2009, 01:26:59 PM
Quote"The Stygians, as they referred themselves, are deeply intolerant of any form of destructive magic and ranged weaponry"
Could that line maybe be updated considering how many Stygian Infantry and Specialists are parked around the Ziggurat wielding crossbows? And how much shooting Miller did?
#2
Suggestions /
February 26, 2009, 03:21:19 PM
Getting in on this, I'd say shackles should be fairly cheap. 600 odd gold is fairly expensive, considering how much it takes out the potential bounty on bringing someone in alive.

I'd say they should cost maybe 300, less even. Anyone wanting to be a bounty hunter, and any Guard should easily be able to afford them. Possibly also offer Prisoner Rope at 50 and weight 2.5, with Prisoner Rope being easy to bust out of, but impossible to pick.

A final point, picking could be implemented by making a cheap version of that item that opens shackles, that requires an Open Lock roll to use.
#3
General Discussion /
February 26, 2009, 03:14:05 PM
I'm more wondering why we need a Pirate PrC when, we've had PCs from lots of classes with "sailor" as a background, and we even had a Pirate faction until the Fleet got shut down (sadly just after a bunch of players seemed to have joined it).

If you want Traditional Swashbuckling Pirate, I'd say the way to make it is:
Light, Chainshirt or No Armor.
Bard or Rogue full or multiclass for Tumble and flamboyancy (sneaks or Perform) Bard also gives Mage Armor and Cat's Grace for your light/no armor build.
Good Dexterity.
Disarm, Expertise, Two Weapon Fighting, Improved Parry or something.

I'd argue that a specific PrC would feel more limiting than the many ways to put together a sailor/pirate feel of build for your character/
#4
Screen Shots & Obituaries /
February 25, 2009, 03:45:56 PM
Orrin was cool. A classic rogue, and a char who ran a lot of stuff that included others and promoted taking a look around the server with his scouting trips. Good luck on your next guy,
#5
Screen Shots & Obituaries /
February 23, 2009, 02:02:53 PM
Aww. He was fun. I remember beating him in a duel then making an "O HAI GUISE I BEAT A GOD" sending :D. Twin dwarf waraxes. THe definition of pimpin' weaponry ;).
#6
Suggestions /
February 18, 2009, 06:47:51 PM
The cost is "Lots Of People Will Smite You For it". And of course, having to have said corpse. Which should be fairly hefty.
That said, i believe summons should have a longer duration, as undead are a lot more effective for sticking around in a fight than summons are. Maybe 1 turn/level?
#7
Suggestions /
February 16, 2009, 12:59:27 PM
Anything that makes Wizards and Sorcs terrifying is a good thing. "I could turn you to a greasy spot on the floor with one word" should make even the biggest, toughest bastardsword powerbuild stop and think "can I really close with him in time", not "haha I'll just PfX/Clarity and heal past it".

Personally, I would love to see a SF:Abjuration required feat that strips all mind-spell immunity on a target hit by one of your Dispels. That would go a LONG way to negating the "35 GP potion beats L4 Confusion" That or a SF: Enchantment one that means Hold Person doesn't use mind saves any more, just flat will saves.

If you can take feats that instead of boosting your buffing powers or income turn you into a Vicious Arcane Death Machine, then hell yes. When do you ever hear people saying we NEED an Evoker or a Conjurer? No. Buffs generally work out more effective.
#8
Introductions and Group Management /
February 10, 2009, 10:13:28 AM
I thought according to the rules, druids had the secret Druidic language, so they could simply post stuff up in that and nobody else would be able to read it (much like when people post messages with an OOC note [This is in Dwarven runes] or whatever. If you wanted to keep it secretive, Thomas, you could put a note up saying "this is a message in Druidic, PM me if you play a Druid who would see this".
#9
Suggestions /
February 08, 2009, 10:59:56 PM
OK, I'm getting in the first post in anticipation of the rest of my party earlier adding on stuff.

The Mountains. Are. Ridiculous.

The team involved consisted entirely of Rangers, Druids, Rogues and combinations thereof, built for sneaking. We ended up stuck between two lots of ogres and feeling doomed.

These things are Barbs with massively high AC, huge damage, great AB, High HP, and high spot. And backed up by Icestorm-capable mages. If I encountered a couple of these on a quest, they would be a deadly opponent, IMO a Boss-grade one. They are now all over the place. It feels like walking through the old UD Ogres quest.

Then there are orc Berzerker teams, and even Shargaas Disciples. I've heard of multiple ones of those in one session, that doesn't sound like a 2.2% chance. And they are lethal, even in Wild Orcs 2 when you KNOW they are there. It's like a 2.2% chance something aims a PhK at you almost.

Strong, Tough, Sneak Attacks, Spot, Stealth. If you want to balance it, nothing should have more than two of those features. Even before, it was not a walk in the park. Jungle Cats were very nasty, the odd Orc Warrior or Guerilla team was trouble for a lone PC, and there was a good range of foes.

I played a scouting ranger in the UD, and that was a lot easier. At leas there, the nastiest, most dangerous stuff was things you could spot coming.
#10
Suggestions /
February 07, 2009, 09:01:30 PM
I've got to agree that there are quests where a full party can be beneficial, and ones where the increased spawns or other factors make it more dangerous. Wild Orcs for example, increased party size increases the chance someone will draw forward and either die stupidly or drag others with them. On the other hand, the 2-5 Wolves quest is about blocking the enemies and protecting your charges, so you want those numbers to body block the horde.

I would suggest a simple way to balance this for some quests is to make gold rewards scale MASSIVELY with party size, so a team of 8 will be getting several times the amount an optimised 3 man team will pull. The loot goes more ways, but the gold makes up for it.
#11
Suggestions /
February 05, 2009, 02:29:26 PM
Yeah, I was going to suggest changes, liked your suggestions for it, but, the way it went with bonus spellslots actually makes it a total rogue/caster combo (which is cool, and I would app for the new version) and I wanted to suggest a basically non-magical PrC for non-spellcaster PCs with similar goals.
#12
Suggestions /
February 05, 2009, 11:08:47 AM
Heh, I figured "start with what would reflect the idea best, then wait for suggestions to prune it down to what is balanced" would be better than "what should be stuck in to make this good?"

It's supposed to work like a lowish HP, defensive specced Rogue/Fighter would, with the feats instead of Sneak Attack. I stuck in a lot of stuff that although good individually, would be fairly redundant.

For example, high Tumble meant you don't really need Spring Attack, but it's a progression. Evasion you'd likely get from a previous Rogue level anyway.

Low requirements to encourage taking this as the main focus of a build, not just a few levels. RP requirement designed to require something particularly impressive, with the idea that you need an awesome concept for it, since runnign around ducking and disarming should be a rather entertaining PC to play and to adventure with.

Maybe it needs lower HP? The point was for something fairly hard to hit and irritating but not a sheer damage powerhouse in combat, and able to explore well.
#13
Suggestions /
January 29, 2009, 11:12:36 AM
heh. Someone looting during a DM event (risers porting in) lead to:
-Mob going after him.
-PC trying to FD the suspected thief.
-Said PC being beat down for it, walking back to the Ziggurat, trying to bribe my PC then running to the wilds while I tried to get a guard, then being subdued again by my Ranger who went after him.
-Being hauled to the Guardhouse for a Guard to deal with.
We all got some cool RP and action out of it, BUT, the trouble was the lack of Dms to attend to posessions/PVP.

I've been involved in server invasions at low levels/high lag. Harner actually got his sweet axe as a result, at I think L5, shooting and scouting through a DM quest after it. A really good trick is "if in doubt, Shoot Things or Heal People". An out-matched fighter still has a good BAB and can hurt stuff with a bow.
#14
Suggestions /
January 26, 2009, 04:20:01 PM
If you mean the mushroom on the Sloped Road, the Mutated Mycetan, and other odd lone plants, they are quest placeables;. They can't be harvested from.
#15
Screen Shots & Obituaries /
January 25, 2009, 12:07:55 PM
Cool character, a good CE villain who pulled of some neat stuff. Although, I will *never* understand how he survived the duel with Davril. Throughout the whole of it, Harner was stealthed about 10 feet behind you ready to attack as soon as the crowd decided to gut you :D.