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Messages - Elfception

#1
Suggestions /
June 21, 2016, 09:08:39 AM
I definitely agree that the 8th level perk of the feat should be retained indefinitely, it does not seem like one RPly that should come and go with levels. I've personally never played one, but I have cringed many a time when RPing with someone who did have the perk built tons of RP into the 8th level perk and then suddenly and without explanation beyond "I almost died and somehow regained some of my personal identity in the process" lost the power and had to find some way to explain the loss without breaking the RP.
#2
Bug Reports /
June 21, 2016, 08:55:01 AM
What also might be happening is because the quest doesn't fully reset each time. There are supposed to be webs that separate the quest spawns into manageable sections, however if someone has done the quest before and smashed all the webs, what ends up happening is that while your fighting the first wave of spawns, all the other waves of spawns that were supposed to be handled when their section of web is smashed instead flood towards your fighting, and then before you know it your surrounded by the entire quests worth of spawns and it can turn ugly real quick.

Easy way to tell if your occasion was bugged was if the tunnel was blocked off at points by webs, if they were then maybe you were getting bugged and tons of spawns were triggering, if there were no webs then that means someone else did the quest already and smashed the webbing that prevents the whole quests worth of spawns from flooding you. Easy fix for this situation would be to just have the webs reset upon taking the quest.

I know this has happened to me, where i've taken the quest after someone and ended up getting demolished by a flood of spawns, as the webs were destroyed
#3
Off-topic Discussion /
June 13, 2016, 03:26:30 PM
Nooo D: how will be work towards finally becoming one with the stewards! D: ... Sigh.. Someway.. Somehow.. Anyways see ya when you come back Saturnalia :D those of us who still live will be waiting for the return of their steward friend, with no doubt tons of IC developments of knowledge and progression of story to share with Lotho, and who knows.. maybe some of us will be stewards when you come back! You'll be missed while your gone, had all kinds of plans and rp to share with lotho that will simply have to wait until he returns! Hope your not having to leave out of an emergency and hope your time off efu has you hungering for your return when September comes around!
#4
General Discussion /
June 13, 2016, 12:04:10 PM
   not that the NPC's not wandering about are a serious problem, or the stewards "only" problem, it would just be nice to see them become involved in serious plots or intrigues- as the elders and great druid are a guiding force of great influence to not only the Stewards, but -all- nature.. Seeing them involved in bigger things, or even just their words and wisdom on such happenings I feel would urge all stewards, and nature pc's affiliated with them to get more involved in many aspects of the server that they seem to shy from, or other plots. Yes, it should be a PC's own seeking and branching out to find these plots and involve in them, but many plots.. From what I've seen are not nature-friendly, or involve too many aspects outside of nature that would discourage a druid or steward from getting involved in them, or the feeling that said plots are too oriented towards actions and goals that may be against the balance or seem too far in the grey area that a druid or steward would be cautious about getting involved with. -That- is where the words and involvement of the Elders and Great Druid would come massively in handy to encourage involvement in various plots that may seem in the grey area for druid involvement until they say so otherwise, or would give a view or nature face on the plots that are nature-friendly would urge stewards or druids to get involved in them more.

   I can definitely agree that the Stewards/Nature have some of the most interesting stories and rich lore to explore, the concept possibilities and different sides of nature to take sides on are near limitless and definitely not limited to just a few aspects. Yes it can be pretty lonely, and isolated at times when other nature pc's who are much fewer than other groups on the server don't happen to get on everyday, or do get on everyday just not for very long (that can be a issue of player's availability for playtimes, or opposite timezones rather than nature's problem itself however). But there is a huge server to explore, I personally on Fael make a habit of trying to explore a new area of the server every time I get on before I log if I have time, and I've found many amazing places and area's that were exciting to see that I normally wouldn't have explored.

   And wilderness/steward/nature rp is indeed A+, it is full of rich detail and both friendship, kinship, shared ideals- And of course, conflict, as there are so many faces to nature that conflict with one another that your bound to have a rival or begrudged ally that you don't quite get along with due to differences in beliefs and nature aspects, and that can often either explode into full blown conflict, possibly drive you to be greater allies in finding common ground among your differences, or merely tolerating one another but butting heads often.

   and as to DM involvement in Team Nature, I too can count on one hand the plots I've seen and they don't even make a full hand, but when those plots do arise they are some of the best plots I have been graced to involve in, as to DM interactions, I've had a surprising amount actually, there's a lot more than you would think, whether it's a DM bringing forth a particular foe for you to face and converse with shortly, or the odd occurrence when a Steward NPC just happens to come to life and RP with you for a bit, these occurrences though few, and spaced out do happen more often than you would think- but only happen if you trudge through the loneliness and stay on even if it means being alone for a few hours, or getting on everyday to do -something-, if you are unwilling to get past the fact that you may be lonely at times you likely will miss out on a lot of these rich enjoyable interactions. And it's worth mentioning, that you need not be lonely either just because there aren't other nature folk on, lower is open to druids even if you shouldn't spend too much time there, visiting there once a day to just look around can often run you into lower pc's who are -more- than happy to RP with you, and even adventure with you- and if you involve enough with them, might even lure you into some of their PC plots that are quite interesting and fun to help them pursue (of course as long as those plots aren't anti-nature, BUT EVEN THEN, if they are.. Well now you have a new thing to oppose and get active in involvement with).

After having played many non-nature concepts, and pc's I've finally been drawn deeper into the lure of the nature side of the server, and I can say I haven't regretted it for a moment even with the occasional loneliness or the seemingly lack of DM presence and plots- there is simply so much to do if your willing to look around and discover everything! And I think it's safe to say that I might be dedicating myself to Team Nature from now on, as I've experienced many facets of the server, and so far Team Nature is my favorite of all, so if your ever afraid that you might be hopping into Team Nature only to suffer being alone, know that if I am actively playing EfU at the time, you will have a friend, companion, or foe to keep you busy on the nature side from here on out! And naturally, if players see things happening among the pc's of nature, its bound to draw more players into it. I heavily encourage people to involve in nature.

   And as to AllMyBudgies, I can say everything i've been involved with for their nature events and plots has been a blast, and truly memorable. And it's worth mentioning, that many aspects of the server are not so lucky to have a DM dedicated to a specific aspect of the server like AMB is, and having a dedicated DM alone to it should serve as a reminder that things -will- happen, that there -will- be things to find yourself involved in beyond just your own and other pc's goals. AMB is only human and can only dedicate so much time to Team Nature at any given point and not get burned out or needing to take breaks from time to time, but it's definitely worth saying that if you stick around with Team Nature, that if you develop a rich concept and dedicate to it 100%, if you involve yourself in the various facets of nature and the Stewards, you are definitely going to see some of AMB's awesomeness, and trust me, its worth the in-between waits.. I think by now I have been involved in 2 plots of which AMB has been involved with or ran for Team Nature in my past PC's (not just the stewards!) and they were well worth sticking around for. In fact, I eagerly await to see what AMB will run next for Team Nature, and when it comes I will definitely be involving Fael into it.

Lastly, Team Nature yes could use a few new directions to be pointed towards, a few goals that are beyond just the PC's to pursue, some new opportunities, some guidance from superior forces, but look at it this way.. If PC's don't stick with it, don't stay active, and don't actively try to make things happen, it can be discouraging to a DM to put the effort and time into a plot, system, or opportunity for Nature if PC's have already shown that they aren't very dedicated or active to participate in them, to drive what the DM has gifted to nature to pursue. Even if there is only 1-2 PC's really involved in nature at the moment, if they show consistency and activity it is highly encouraging to a DM to put forth those efforts to reward them for their dedication. Lately, Team Nature has seen some serious love from players, and a lot more are involved and active now, so I would say stick around.. Because a DM might just be motivated to throw something our way for great fun seeing the high amount of us active and ready to drive forth their efforts into fruition. It's also worth mentioning that there is already a plot out there and happening with Team Nature as a whole, not just the stewards, and it's even involving non-nature into it that is causing great conflict, great alliances, and many.. Fun.. Fun games and challenges.. And the best part? It has very little required DM involvement, the necessities for the plot are already out there, it's now up to the PC's to take action to see it reach fulfillment.

All in all, Nature just like every other faction, or aspect of the server has its flaws, and it's difficulties, and sure it could use some improvement, but lots of the "improvements" that Nature could use can be achieved by PC activity and involvement with nature, which so happens to be increasing heavily of late, so you may find that lots of your problems with nature will dissipate as you have many more nature friends, and foes to keep you busy and active, as well as outside of nature influences to become involved with as they seem to be involving themselves with nature of late as well.

Sorry I know this is a long post, I'm guilty of those often, but if you take the time to read it, I think it may ease some of the worries of nature and help encourage and bolster your interest in staying dedicated or involved, as well as give you more avenues to consider with nature. Thank you for your time, this is my big piece on the nature talk.
#5
Suggestions /
June 12, 2016, 10:10:30 PM
Actually, your idea is -really- good, I like the idea of diseases and such empowering the "Blightbringer" so to say, and infecting those around them negatively. Maybe put in terms better suited for a perk suggestion if you don't mind me doing so Lemur: If I completely butchered your idea and you don't like it just tell me and i'll have it deleted, your post inspired this after all.

Blightbringer:

-Evil Only
-Must serve a god of plagues, sickness, rot, or wasting to receive the Blightbringer blessing

While disease, plague, and sickness has ravaged every corner of many worlds there have always been those who dedicated themselves to the very gods that created the first plagues, the very gods who would see the world waste away in rotting plague and sickness, and their disciples have found that whether through dark sorcery, or the blessings of these dark gods, they have managed to become harbingers of waste and plague, carrying the worst of illnesses everywhere they go, watching as everything around them becomes afflicted and wastes away.. And these disciples, they too waste away.. But the unnatural blessing or magic that sustains them only makes them grow stronger even as their body falls to ruin.

Level 1: The Sorcerer is afflicted with a random disease/plague every rest and cured of their previous sickness given from the past rest. -1 Charisma (Body Begins To Waste Away), Plagues and Diseases now give beneficial effects to the Sorcerer, the bonuses depending on the plague/disease they are currently suffering from

Level 5: The Sorcerer now receives an aura that forces all around him to make a save against disease or be inflicted with their current plague/disease. Contagion Spells DC's are boosted significantly and now inflict only the worst of plagues (Scripted so that it only chooses from specific plagues that are particularly hindering), Additional -1 Charisma (The Sorcerer begins to take on the appearance of a leper, his facial features warping and showing signs of decay), Flies

Level 8: Additional -1 Charisma, Upon Reaching 8th level the Blightbringer has become a true harbinger of plague and waste, a sickening champion of disease, it is upon becoming so afflicted and attuned with illness that the Blightbringer must roll 1d20 and be permanently afflicted with a deadly wasting plague, curse, or disease like no other, while these plagues and illnesses will empower the Blightbringer far more than any of the before plagues or diseases, the Blightbringer's time becomes limited, as even magic cannot sustain the Blightbringer's body from eventually dieing and falling apart from these powerful plagues. This plague is considered a supernatural plague that will not replace the Blightbringers previous disease/plague every rest, nor will his aura inflict this supernatural plague on others, it will inflict the plagues and diseases he gains from resting only, the supernatural plague is his to endure and suffer alone, at the boon of gaining greater power.

I have no particular suggestions for the benefits and empowerment that each plague or disease should provide, perhaps whatever you normally take penalties in, you instead gain bonuses in, with room for special effects for diseases like Red Slaad Eggs perhaps conjuring a 24 hour or until rest slaadi minion that isn't too powerful, but useful, I think a good suggestion for the disease empowerment though it could be weakened as mine might be asking a bit much, grant the complete opposite of what it inflicts, Mummy Rot inflicts 1d6 constitution damage? So gain 1d6 constitution instead that lasts for a decent amount of time, and once it runs out, decreases to only 1/3 or 1/4 of its bonuses that last as long as the Blightbringer is afflicted with that particular disease.

As to the 1d20 table a few suggestions
Bubonic Plague, Death Rot, Living Death, Scarlet Fever, Smallpox, The Withering

Resource for a few diseases: http://www.dandwiki.com/wiki/3.5e_Diseases
#6
Introductions and Group Management /
June 12, 2016, 08:13:52 AM
wonderful concept idea, A+
#7
Suggestions /
June 11, 2016, 02:37:12 AM
A few more druidic themed summon theme ideas:

Vegapygmie

1: Vegapygmie
2: Vegapygmie Hunter
3: Vegapygmie Sporekeeper
4: Vegapygmie Chieftan (with maybe only 1 cast of evards instead of the standard type, or maybe even no casts of evards and instead souped up a little physically)
5: Vegapygmie Gray Queen (Maybe a little weaker than standard gray queens those suckers can be tough)
6: Vegapygmie Gray King (tough, naturally as a 6th level summon which few rarely get)

New Idea For Insects Summoning Theme: incorporate some of the cool thematic insects into the theme instead of just all being "insects"

1: Normal Insects Summon
2: Hellwasps Swarm
3: Huge Hellwasp Swarm
4: Deep Midge Swarm
5: Huge Deep Midge Swarm
6: Huge Maggot Swarm (with the infestation of maggots onhit)






 
#8
General Discussion /
June 09, 2016, 01:19:39 PM
Seeing the elders and the the great druid more active outside of the ark would be great, and would inevitably lead to them forging more goals for stewards and druids alike as they are exposed to the outside world and its influences and intrigue
#9
Suggestions /
June 07, 2016, 09:10:00 PM
post moved to top


 
#10
Suggestions / Animal Summoning Themes
June 07, 2016, 06:16:52 PM
I think it would be pretty flavorful to see animal summoning themes for druids to access, maybe druids only or such even.

Feline Summoning Theme:

-Summoning felines of the underdark and at higher levels felines of the surface, maybe starting with cave prowlers and going up from there, or cave prowler cubs, then cave prowlers next, and from there on stronger felines

Wolf/Hound Summoning Theme:

-Summoning the wolves and hounds of the underdark, maybe starting with deep hounds, then worgs or wolves, then stronger ones as the levels go

Bear Summoning Theme:

-Summoning bears of the underdark, perhaps starting with bear cubs, or normal bears and going up from there

Underwater Summoning Theme:

-Summoning of things like cave loaches, to pyrimo sharks, and spearfish, naturally a little stronger as it can only be used underwater

Beetle exclusive Summoning Theme:

-Summoning of the beetles of the underdark, maybe start with milk beetles, going up from different beetles like stag beetles, cave beetles, stink beetles, bombardier beetles

i know its a lot of work to integrate even a single summoning theme, so maybe even just one of these would be amazing, more options for druids would be a great thing when it comes to summoning. If wanted i can go into more detail into by level summons if its wanted at all, to make it easier for idea's, i've been thinking on these a lot

Felines:
1:Cave Prowler/Young Cave Prowler
2:Cave Prowler/Panther
3:Panther/Elder Cave Prowler
4:Malar Beast/Displacer Beast/Deep Lion
5:Malar Beast/Displacer Beast
6: Juvenile Saber Tiger (not ymphian!)/Displacer Beast/Malar Beast

(Displacer Beast Info: can definitely tone them down a bit as a 4th level summon https://www.dnd-wiki.org/wiki/Lesser...283.5e_Race%29 also though they are listed as lawful evil in many later edition sources, in older sources they were a nuetral creature, so i would stick with that)

Wolf/Hound:
1: Deep Hound
2:Worg
3: Dire Wolf/Black Wolf
4: Dire Wolf/Black Wolf
5:Worg Packleader
6: Dire Wolf Packleader

Bear:
1:Cave Bear Cub
2:Bear
3:Grizzly Bear
4:Juvenile Ursine
5:Cave Bear
6:Adult Ursine

(for clarification ursines are a bipedal bear race, with a bit more intelligence than a bear, not like were-bear or were-boar, but could definitely use the were-boar or were-bear model for them)

Underwater:
1:Cave Loach
2:Pyrimo Shark
3:Reef Shark/Deep Shark
4:Spearfish/Deep Shark
5:Spearfish/Grizzled Deep Shark
6:Great White Shark

Beetle:
1:Milk Beetle/Stink Beetle
2:Stink Beetle/Bombardier Beetle/Cave Beetle
3:Stag Beetle/Slicer Beetle/Bombardier Beetle
4:Stag Beetle/Bloated Dung Beetle/Slicer Beetle/Monstrous Cave Beetle
5:Bloated Dung Beetle/Rhinoceros Beetle (https://dnd-wiki.org/wiki/Beetle_%28...noceros_Beetle maybe tone it up a bit)
6: Hoard Scarab Swarm (https://dnd-wiki.org/wiki/Beetle_%28...d_Scarab_Swarm perfect i think, maybe add wounding to substitute for its grapple effect)

EXTRA: Lizard
1: Shocker Lizard (http://www.d20srd.org/srd/monsters/shockerLizard.htm maybe tone down the electrical damage)/Monitor Lizard (https://www.dnd-wiki.org/wiki/SRD:Monitor_Lizard)
2: Stone Lizard/Monitor Lizard (Higher HP variant)
3: Giant Lizard (http://www.aidedd.org/dnd/monstres.php?vo=giant-lizard definitely tone it up)
4: Riding Lizard (tone it up a bit, sort of like a deep lizard but weaker)
5: Deep Lizard
6: Elder Giant Lizard (a roided out version of the giant lizard)

EXTRA: Ley
1: Leystone
2: Living Stone
3: Giant Leystone
4: Leystone Elemental
5: Greater Leystone
6: Greater Leystone Elemental

EXTRA: Rot
1: Maggot Swarm (Weaker than its original naturally, and instead of infestation of maggots perhaps bleeding, or some other disease)
2: Rotting Vines (not like assassin vines, no paralysis)
3: Rotting Formian (Maybe like one of the stronger formian's)
4: Greater Rotting Vines (Assassin vine equivalent)
5: Shambling Mound (Without Drown)
6: Greater Shambling Mound (with drown)

Just some idea's, like i said take your pick of the ones you like and maybe think about them?
#11
General Discussion /
June 07, 2016, 02:22:16 PM
I have the same issues, i've tried deleting and redownloading several times but its always blank