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Messages - Phoenix Rising

#1
Suggestions /
December 07, 2016, 06:48:36 AM
As far as druid spells go, since the topics have been brought up, a lot of discussion has been made on them in the past. One thing that has been neglected though is necromancy. Druids have 4 necromancy spells in third circle, but two of them do not benefit from GSF necromancy. Of the two that do work (both touch aspells however, so already more dangerous to use) only Infestation of Maggots has any real viable application. Then they have a necromancy spell at 5th circle, but require level 9 and can only cast it once. Rot, death, decay and evil are hard aspects of nature to represent but are an integral half of the cycle. It would be nice if other spells were changed to be corrupted.

1st circle Entangle can become Bloodthorn Patch which has half the duration, but does 1d4 neg energy damage/round and heals the druid for that much (maybe potential Wounding effect with GSF necro also).

2nd circle Lesser Restoration become Lesser Affliction, where if the druid has GSF necromancy instead of removing negative effects it can apply them, like a single target Evil Blight.

4th circle Flame Strike could be changed to no longer do fire/divine damage, but instead be pure negative and apply a random disease check like Contagion if the druid has GSF necromancy.

5th circle Vine Mine can become Blighted Terrain. The camoflauge effect is like the first circle Bloodthorn Patch, but with the same very long duration. The Entangle effect could be a Greater Bloodthorn Patch, with a nonreduced duration and perhaps temporary con drain. Hamper Movement can become Death and Decay which may be a necro druids version of Cloudkill.


Second/Fourth circle dispels might have the effect of creating some kind of persistent negative effect on the ground instead of dispelling an area, perhaps even creating some kind of blighted mushroom in a manner similar to how whispering wind reacts to a certain exotic object. Or second/fourth circle Hold Animal/Monster might also trigger a +4 dc reflex save with GSF necromancy to avoid contracting some kind of parasite.

Although they face the same touch spell problems, a more generalized thing could be to remove Cure spells from druids with GSF necromancy. Instead of healing, their Cure spells perform an effect. This gives the ability to create specific effects for first, second, fourth, and fifth circle spell slots for druids. They could be reflex saves vs the necro druid actually implanting a carnivorous parasite if they make the touch attack, will saves vs a hex or sheer damage like inflict spells, or fort save vs a horrible bodily malaise- like Cure Serious Wounds becoming Atrophy, making the targets legs shrivel and wither into mummified stalks dramatically crippling dexterity and movement.

Cure Minor Wounds could be something which when cast upon a plant seed turns the seed into a rotten bomb, making it like a holy water but with some kind of negative effect on the living instead. Maybe all the Cure spells can do that- each one blighting a plants seed causing them to be able to grow something similar to how jumping beans work. This would mean a blighting druid harvests the seeds of life from their gardens, but instead of using them to grow life, they blight them and use them to grow fungal death instead. Each level of Cure spell creating a different rot seed out of a healthy seed. This method is shamelessly suggested for you, Granny. We might not be able to brew curses in our cauldrons, but maybe we can sicken seeds!


Contagion is fun, but for such a thematic spell it is incredibly difficult to actually use because it is so random and difficult to get lucky enough for a shot at it having a DC that is reasonably contractable. I remember being an 18 wis necro druid loaded up on Contagion with 4/day Contation from an item and struggling through multiple rests just to affict a bat or rothe, which might then make the often lower secondary DC and end up completely negating it anyway. Druids already have few spell slots per day to randomly roll with. Poison in its original state was good because it used wisdom modifier and GSF necromancy, but now it suffers the same fate where the more iconic necromancy spells don't require GSF necromancy or witchery power at all. If these perhaps had an extra roll for each necromancy spell focus it might help make them more usable and increase the distinction between a druid that has invested two feats into necromantic focus and other random druids as their afflictions are more potent and more likely to work. Similar to how GSF transmutation works by rerolling the buff spells when cast and using the highest roll, these spells might reroll once per feat and pick whichever (if any) fail a save first.


There's my bombshell of ideas and methods of implementation which I hope might spark some brainstorming. All glory to Witches!
#2
Bug Reports /
November 21, 2016, 04:40:46 PM
I've noticed this too. Because they have the same AI as the hunting spiders sometimes when you transition they don't seem to come with you, because the instant you go into a new area they climb up into the ceiling and start to attack a random thing across the map way out of sight range.
#3
Suggestions /
November 03, 2016, 09:42:10 PM
Just for you, Granny.


Name: Chalice of Spite

Item type: Goblet

Relic type: Evil, Hatred

Description: This old chalice of tarnished silver bears no significant markings upon the outside of it to distinguish it from any other silvered goblet, though it bears a perpetual wispy mist swirling as its contents. Tendrils of vapor rise and twist depicting visions of violence and wrath: the exact images different depending upon who looks within, though always bringing out their most secret hateful desires of a nemesis. To carry this wicked artifact is to bear its constant hunger for vengeance and thirst for the spiritual essence of the object of its wielders greatest malevolence.




Name: Witches Cauldron of Curses

Item type: Bucket (potion brewing cauldron if possible)

Relic type: Evil, magic, female only


Description: A required tool of any hermited witch, hag, or vile sorcerer the cauldron stirs the brews of great curses and venomous spite. Stirring strange reagents and the intense willpower of a witches spite spells both great and terrible may be conjured within this twisted crucible.





Name: Serpents Scepter

Item Type: Spear

Relic Type: Magic, Reptillian


Description: This ornamental staff is twisted and curved in the shape of a giant seemingly petrified snake. The head of the scepter opens into a striking fanged mouth ringed with a decorative headdress styled as a cobras frill, with beguiling hypnotic eyes carved of emerald faceted at its face. While equal parts ornamental and deadly holding this shaft leaves the impression that there is more to the relic than meets the eye...
#4
Suggestions / Hidden Diseases
October 24, 2016, 03:47:40 PM
Diseases aren't dangerous, or something that even get roleplayed. There is a obvious and beautiful visual effect when you first contract one and your health bar becomes brown, but during this phase the disease is still incubating. Mechanically we know it will get bad, but ICly at this point we have not yet shown any symptoms and should not know that this specific bite has infected us any more than any other bite.

It is probably not easily done other than by changing the disease file itself or replacing diseases with custom diseases, but what I'd personally love is if the health bar no longer became brown and there was no visual to diseases. If at all possible I'd love to not see the initial fortitude save roll at all either, but have it be a secret roll upon contraction. This way somebody only knows that they've become sick once it actually incubates and they begin to feel the symptoms. It could be coupled with a message in the combat log when the target takes their ability damage to encourage people to rp out specific diseases unique sicknesses, or for physicians to diagnose and identify one disease from another.
#5
Suggestions /
October 24, 2016, 03:39:14 PM
This isn't a relic, but a suggested ability for any relic, or even non-relics. A relic weapon or hammer or magical ability might have x/day Shelgarn's, and x/day special power. The special power being like the orog arrow bundler where it will create 1 weapon of a specific type and name thematic to the item itself with enhanced stats. The weapon itself would have to be labeled in description something like do not wield, do not trade. Only for animating by the person who created it.

In this way someone with a Hatred relic might be able to create vengeful weapons which can be animated for a short duration, or metal/racial relics might create racial based weapons. Animate Dwarven hammers, dancing elven longswords. Or for non-relic guardians, like a dedicated evoker wizard, a weapon bundler could make one dagger of all 5 elements restricted to use for animation so that they can have fancy animated elemental shards.
#6
Suggestions /
October 16, 2016, 01:16:50 AM
Blooming ______
Plant Relic
It's that potted shrub item.


This plant struggles against the darkness in a desperate attempt at life. Holding it bestows a feeling of hope that even amidst apocalypse life finds a way. In time it might even grow to share a special attachment to the gardener that favors this plant.






One of potentially many low tier plant relics. Could be many different types of Blooming (plant), each with different themes, and whatever relic guardian takes care of them might see their specific type of plant grow over time and gain new abilities while feeding from the divine spells of the one holding it. Kind of like a base item that might grow into say a crown of flowers or cloak of tangling thorns or living treeshield after they've had time to grow and bond to the relic guardian that nurtures their growth. Or the guardian might try to grow these divine plant relics and then plant them in the ground once they have matured to create a holy garden of special plants that may or may not have unique properties, but can be destroyed by aggressors to harvest their base blooming form again.
#7
Suggestions /
October 16, 2016, 01:12:20 AM
Goblet of Pure Flame
Fire relic
Goblet item

An extravagant brass goblet adorned with precious fire opals and elaborate carvings of great spires and noble efreet. Within the goblet is pure elemental flame in a liquid state, though as many time as it is poured the goblet seems to retain infinite connection to the fiery realm.


Grants the Fire turn undead. Completely disables ALL divine spells. Instead the goblet provides daily uses of various fire spells to replace the lost divine spells. Maybe unlimited combust or something to represent pouring it. The idea is that the Relic Guardian loses all their personal power and instead relies on the relic itself.




Something like this could be done with any relic really. Some kind of nexus of what the relics 'domain' represents which draws completely from all divine energy to manifest its own powers.
#8
Suggestions / Curse removal for npc priests
October 03, 2016, 07:58:31 AM
I might just be missing some, but I checked the street of the gods and starag's rest, and Mausoleum, but none of these offer curse removal. I paid the 400 gold Restoration at the mausoleum and that didn't do it. The Ilmateri priestess in the street of the gods however has a dialogue where you ask to be freed from a necromantic curse, but that is also a pricey Restoration.

Entirelly possible it's hidden on another npc out there, but if not, could Remove Curse maybe be a remedy offered by the priests?
#9
Screen Shots & Obituaries /
September 29, 2016, 02:26:23 PM
R.I.P. Daqueem.
#10
Bug Reports / Poisons do not always trigger
September 27, 2016, 05:49:10 PM
As Sapph Rokir I used the Cutthroat fighter perk. The poisons experimented with are spider poisons, centipede poisons, and harvested spider poisons of varying potencies as well as the perks fighterperk power poison. What I noticed is that they do not always trigger a fortitude save vs poison when you hit. It can sometimes take as long as 8 successful melee strikes until a fortitude save is checked on the target vs the poison that is currently applied.
#11
Screen Shots & Obituaries /
September 23, 2016, 01:25:41 PM
Rubin would be pleased. Moving up from masonry rubble to elven rubble.
#12
Suggestions /
September 02, 2016, 05:48:32 AM
Tentacle grenade. Like the classic Bucket of Tentacles, but in grenade form.
#13
Suggestions /
August 17, 2016, 03:05:25 PM
This could also be refitted for non druids too. Like doors for general access, or faction access areas. Ooze cult might have a specific giant ooze that they can walk through with minor burns, while non oozers might get more horribly burned or have to destroy the ooze to get past it, for example. It's a pretty script and could be reused and repurposed for other things :)