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Topics - Pentaxius

#21
Suggestions / Animatron summoning theme
July 24, 2013, 10:15:31 PM
Just thought it would be immensely cool to have Spell-guard conjurers actually summon animatrons with their spells.

The Watchers and the stewards had pretty awesome summoning themes, and I think this one would fit the spell-guard very nicely ! One could imagine, through the use of a specific focus, that a spell-guard wizard is able to call forth an animatron from the vaults of the machine.
#22
Bug Reports / Glyph of Warding bug
July 24, 2013, 10:10:13 PM
Glyph of Warding - the third circle divine spell, has not been functional since quite a long time.

The spell triggers, but does not cause any damage.

A fix would be greatly appreciated !
#23
Suggestions / A new smith
June 25, 2013, 12:05:45 PM
(This, of course - is in prevision of the IC event of asking Tobar to set up a forge in the village)

I'd really love to have could have custom armors back. Being allowed to customize your plate armor is something I used to immensely enjoyed and spent great time doing.

Also, if he had the skills to sew on the different tabards, it would be truly awesome !
#24
Suggestions / Cleric's remove curse
June 03, 2013, 10:50:46 AM
Something that I've been itching to ask, but always managed to refrain myself. I won't focus here on the RP of remove curse or in which context in it used, but rather on mundane, mechanical concerns.

It seems odd, for me, that clerics of low-medium level (5-7) can easily make use of remove curse repeatedly while compensating the XP cost in a few hours at most, while clerics of higher level (9+) require incredible, week long compensation to repay for the cost incurred. In all logic, shouldn't it be the opposite ? As cleric who wields lesser favor from his deity should expand more - and not less - effort in his attempt to purge the curse ?

In my experience, purging from heavily withered to lightly afflicted takes an average of 1500 XP at level 9, which arguably is well more than an average week's worth of DM events / Scripted content playing 20-30hours +. While at lower levels, it take merely a ''well run'' or two to be able to pull it off.

The issue becomes dramatic, as a higher level cleric usually (is expected) to have a large group of followers to attend to, and it is mandatory (and a big part of the fun) that he oversees the spiritual well-being (and bodily - not so fun) well-being of his converts. The worst case scenario happens when the flock withers faster than the cleric can purge. In this case, you're left with de-leveling - or what should be righteous spell-failure.

The more powerful, in terms of level and deity favor, the more cleric should ''sacrifice'' himself / devote substantial effort for the sake of the well-being of his flock. Of course, I wholeheartedly agree - I would just merely point out that there are much more interesting ways of achieving this, for instance by overseeing rituals and other RP events, rather than taking the weekly XP syringe from a capillary to the heart.

Of course, you can make it a ceremony of withering cleansing - gather all your converts, and make something cool out of it with DM supervision ! Clearly, if it has a lot of swag - the cost would surely be lower on top of being awesome. But, DM attention is a scarce resource.

This isn't a huge issue, and as always, you might not want fix something that isn't broken. Just voicing my humble opinion.
#25
Hello,

The thread has been moved where it belongs.

Here is my humble input on what I discovered. Feel free to add/correct what I'm posting here. Contributions more than welcomed !


QuoteTrue strike
Base : +10 AB
With SF : Divination, +15
With GSF : Divination, +20 (as in vanilla)

QuoteArcane defense : Abjuration
Adds +1 to your caster level for the purpose of resisting dispels

QuoteMonstrous regeneration
Duration is turn per level, changed from round per level

QuoteIrkul's mantle
For 3 rounds/level, you cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) +1 for each Abjuration spell focus feat on saving throws against spells and spell like abilities (found out it is documented in http://www.escapefromundeath.com/doc.../custom-spells)
You gain electricity resistance 10 + 5 for each Abjuration spell focus feat.

QuoteShield
The armor enhancement bonus granted by SF and GSF abjuration does not require one to be an Abjurer wizard. For instance, can work on a contriver sorcerer.

QuoteMasochism
Does not grant AB bonuses, unlike specified in the original description

QuoteRallying cry (Knight ability or Nobility domain 1 level spell)
Modified on EFU to last 5 rounds. Adds +1 AB, +1 Dodge AC(can stack with itself) +1 damage and 20% movement speed increase.

QuoteDarkfire
Caster level :
1-7 : +1d4
8-11 : +1d6
12+ : +1d8

QuoteGreater magic weapon
Caster level :
1-11 : +2
12+ : +3 (and not 10+)

QuoteFreedom
grants immunity to the spell flesh to stone, and not "supernatural" petrification sources (perhaps an oversight)
#26
Hello,

I think some community contribution would be welcomed on this topic. I'll start :

QuoteTrue strike
Base : +10 AB
With SF : Divination, +15
With GSF : Divination, +20 (as in vanilla)
QuoteArcane defense : Abjuration
Adds +1 to your caster level for the purpose of resisting dispels
QuoteMonstrous regeneration
Duration is turn per level, changed from round per level
QuoteIrkul's mantle
For 3 rounds/level, you cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) +1 for each Abjuration spell focus feat on saving throws against spells and spell like abilities (found out it is documented in http://www.escapefromundeath.com/documentation/mechanics/custom-spells)
You gain electricity resistance 10 + 5 for each Abjuration spell focus feat.
QuoteShield
The armor enhancement bonus granted by SF and GSF abjuration does not require one to be an Abjurer wizard (perhaps an oversight)
QuoteMasochism
Does not grant AB bonuses, unlike specified in the original description (Perhaps an oversight)
QuoteRallying cry (Knight ability or Nobility domain 1 level spell)
Modified on EFU to last 5 rounds. Adds +1 AB, +1 Dodge AC(can stack with itself) +1 damage and 20% movement speed increase.
QuoteDarkfire
Caster level :
1-7 : +1d4
8-11 : +1d6
12+ : +1d8
QuoteGreater magic weapon
Caster level :
1-11 : +2
12+ : +3 (and not 10+)
QuoteFreedom
grants immunity to the spell flesh to stone, and not "supernatural" petrification sources (perhaps an oversight)
#27
[tface=fellSC]The Göthi has fared deep into the Mist, he has explored the tomes left by those before us - and he has listened to the whispers of Aegir, the true guide of the souls of Mistheim. As it is a Seafarer's duty to map the dangers of the oceans, it the duty of a Mistfarer to map the truth behind the Mist. Thus, it is His divine Will that this knowledge be bestowed onto you, Ffölks of Mist'löki, so you may never fare again unwarned of the dangers awaiting ahead.



Long before our era, four great Wyrms came to Ymph. With them came the Mist. It is a common misconception to refer to the Mist a single entity - there isn't one type of Mist upon the Island, but four.

Rabbanatha the Pure
[/SIZE]
Temper : Judgmental, haughty.
Mist reach : Mist'löki and surroundings.

The Great Wyrm Rabbanatha stands as judge to all souls. In the past, she emerged as Kepti to guide the Stargazer Ffölks, and chose a Hero by the name of Rii'kii. It is Rabbanatha who protects, to this day, the souls of Mist'löki from the withered grasp of the Maiden.

An altar lies in the dells, and it was there that offerings where once given in her name. When the Mist rises, it is a sign of Rabbanatha's growing hunger. She then absorbs the chosen of the Mist, to keep us shielded from the Maiden's reach.

To speak with the Wyrm, one needs only to enter the dells and seek the face of Kepti. As Haeglia the poet once scribbed upon the walls of the stones, the dell is her bell. To enter her realm, one must cross the deforming mirror found within. It is there, I believe, that she resides - perched above the Last keep, in a misty reflection of Mist'löki.

Abanaxra the Awakened
[/SIZE]
Temper : Nostalgic, sorrowful.
Mist reach : The Forgotten Forest, the Horn of Ymph.

Abanaxra has long slumbered in the depths of the Forgotten forest. It is his Mist that permeates the forest, misleading travelers and pilgrims, yet shrouding its rich fauna and flora from the defilement of the Maiden.

Abanaxra was filled with the greatest of sorrows long before the Bones stole the egg of Rabbanatha. The unbearable pain he felt was, I believe, the reason for his millenia-long slumber.

The Göthi gazed into the sorrowful eyes of Abanaxra, and it is there he felt the pain of the Wyrm - a pain reminiscent of the loss of a loved one. Despite their majesty and incommensurable wisdom, It appears that the wyrms can bear, as men, a broken heart.

Glaurophynaxia the Fierce
[/SIZE]
Temper : spiteful, hateful.
Mist Reach : Prophet's peak, the shroud surrounding the island.

Glaurophynaxia the fierce is the unchallenged ruler of Prophet's peak. He is revered as a God by the population of Kobolds and Mist-Ogres. Even the Orcish tribes of the peak pay homage to the Mighty and hungry Glaurophynaxia. It is no coincidence if the populations of Ogres, Kobolds and Orcs of the peak do not fall to the Maiden's curse, for the great Mist Wyrm protects those who perform his biddings.

The Fierce has a cruel appetite for the innocent, and often - his servants roam the neighboring lands in search for unsuspecting victims so he may feast upon their blood and bones.

The Mist clouds of Glaurophynaxia's reach far beyond the peak, as they drift down the montains, carried by the winds, until they settle in the sea. It is he, to Aegir's great disarray, who leads the unsuspecting seafarers to the reefs of certain doom, or calls upon his servants, the Mist raiders, to harvest them as meat to fuel his unquenchable hunger.

It is known that the voice of the maiden is carried in the Mist surrounding the Island, the same Mist which falls under Glaurophynaxia's dominion. It is unclear why this is the case - but records speak of the time before her release, when sailors would come to Ymph, enthralled by her voice and visions of her beauty - with the sole aim of releasing her from tower of the Noor. Perhaps, Glaurophynaxia and the Maiden share a purpose in common, or perhaps the Maiden has found a way to manipulate the Mist. Wherever the truth, it is one which must be uncovered.

The Fourth dragon of Ymph
[/SIZE]
Temper : unknown.
Mist Reach : the Underdark.

Once upon Ymph lived a fourth dragon, whose name is now lost to the murky currents of time. Echoes of his presence upon the island survive in the Numinous order dogma of the three and one, on the ominous carvings describing the fourth demon of Ymph with a missing head, or upon a stone in the forgotten forest showing a suffering dragon rendering his last breath of life under an assembly of Nether-Völuns. Wherever the truth resides, what lies beyond the shroud of doubt is that what remains of this dragon is nothing else than the Crown of the Island.

There is a fourth place upon Ymph where the thickest Mist permeates, a place long forgotten by the ones who delve to the surface. It is there that the Crown awaits to be found, so the spirit of the lost dragon may once again awakened in the soul of the King-to-come.

May the knowledge kept herein lead us a step closer to salvation,

Hedge-Göthi Sigvar Fjordmund[/tface]
#28
Just wanted to point this out. Last night I dyed a DM helmet with the barrel in the hearth, and as a result - it wiped out the loving description that it featured, replacing it with the standard NWN text ! A drama.
#29
Bug Reports / Holy symbol bug IV
May 09, 2013, 10:40:53 AM
First, praises to Talir for fixing the spell-splot issue of the pendant and returning the pendant's special power. You have my gratitude !

All seemed to work perfectly fine yesterday. Until I began resting a few times - and each time, the pendant would loose a rank. Yes, prayers don't last, I'm fully aware of it - and indeed, they do not last at all.

Now, the issue I've encountered is that my pendant reverted to the very basic rank 2, and didn't stop reverting this night, despite having converted 5 Pc's. I believe the points earned by conversions might not be registered as permanent by the system - or the amount of points they grant has been dramatically reduced.

Perhaps, when time warrants it - this could be looked into.
#30
Suggestions / Quest design : modular invasion
April 24, 2013, 10:54:50 AM
Jumping back on an idea I had a while ago, I think it would be incredibly fun in the challenging and risk-taking spirit of EFU to implement an invasion quest (such as Orcs or defense of the Bogs) in which it is to the players to decide at which point of the invasion they fall back and retreat.

The reward would be proportionate to the risk taken and the number of invasion waves completed.

This type of modular quest would allow all players, regardless of their mechanical mastery, to explore the atmosphere of the quest while offering a deadly challenge to those who wish to push it to the limits. An epic experience !
#31
Bug Reports / Holy symbol bug
April 22, 2013, 09:26:10 AM
Just wanted to point out that the increase in CL and spell DC granted by the holy symbol works once per reset (These bonuses are mentioned in Mort's post on holy symbol, but the exact mechanics are kept hidden).

If you need to relog, these nifty bonuses are lost until the next fresh reset.

This might be intentional, I'm not sure. Else, it would be good if it could be looked into.
#32
[These elaborate carvings have been etched on the rocky cliffs of the river Tear, near the tower of the Gods. The work features numerous depictions of foreign runes - as well as figures resembling ships surrounding a large tree. The work is fresh, as it is visibly incomplete. The bulk of the text is written in the common language]
[tface=fellSC]

[COLOR="Gray"][SIZE="6"]
[COLOR="Silver"]To the Mistfarers of Aegir[/COLOR]
[/SIZE]
Herein lies the knowledge of [COLOR="Silver"]Göthi Sigvar[/COLOR], bestowed onto him by the [COLOR="Silver"]Runefathers[/COLOR], compiled on this sacred wall for the lost souls to behold.

May it be the [COLOR="Silver"]Will of Aegir [/COLOR]that these truths will reach you, and will turn the tide of you fate away from the eternal fade reserved for you by the deceitful Mist – for it is not inescapable, if you choose to resist, and that one day - you may ascend to [COLOR="Silver"]Asgard[/COLOR].

Your soul was expelled from your mortal shell, and it was denied entry to the realm of the Gods above, and has dwindled down the branches of [COLOR="Silver"]Aevidraugr[/COLOR], and it has reached the Sea of Mist, [COLOR="Silver"]Mistheim[/COLOR].

You are now trapped in a realm of deception, where your memories slowly become warped – until you loose your sense of identity, and become part of a collective dream, which will falsely lead you to believe that you might still be alive.

This is exactly what the treacherous mist seeks, to assimilate you, to dissolve you – to warp you. Until you fade and become part of the mist itself.

Yet it is not your only foe – the Mist is battling for your soul, but so is [COLOR="Silver"]H’Bala[/COLOR], the Hagg Queen of Hexheim. Her grasp extends deeply into the darkest corners of Mistheim, where she seeks to corrupt what remains of you, to make it fall further – beneath the Sea of Mist, within the realm of the Forsaken dead, [COLOR="silver"]Hexheim[/COLOR].

Thus, this is the first truth you must accept.

You are dead.

Dead.

Only your soul remains.

Not for long.

Torned apart by the Mist, by the Defiling Queen.

Until it fades into the Sea.

Or enslaved into Hexheim.
[/COLOR][/tface]
#33

''Checkmate''


The Victus lineage is now extinct, and the Lanceboard is left incomplete.

Unfortunately, no screenshots of this character. I'm sure chris will come up with a few !

 The team had great goals and in many ways nearly succeeded on each of them.

Alas one day, the Black-Queen made her move, and it was the end.

Thank you to all the players and DMs which made this Priest Concept a blast to play.






#34
Bug Reports / Incorrect caster levels and spell DCs.
December 03, 2012, 11:18:32 PM
Hello,

Tonight I experience a bug where my effective caster level was raised to 12 for unknown reasons. The bug happened after I leveled, in the pool shrine of the tower of the god. I casted divine favor, shield of faith, and darkfire. All were affected by the incorrect CL.

Since I re-logged, the bug cleared.

Also, during the Orc1 quest, I noticed that my spell DC's (Hammer of the god) was raised by +2 for no apparent reason. This has happened twice, only during this quest (for now).

Please ask if you need any additional information.
#35
Suggestions / Ranger Class perks
November 28, 2012, 01:14:42 PM
As a Follow up to a discussion we had on IRC last night, I'm offering a couple of suggestions for class perks concerning the ranger class. As I understand it, the scripting part is not the most challenging aspect, but it is rather find concepts for perks which fit the setting and are balanced. I'm proposing here a short list of backgrounds for rangers.

General change

Only pure rangers can choose a background. If they do so, the Ranger favorite ennemy ability is changed in the following way :

Rangers receive a +1 AB bonus vs. their favored enemies, which doesn't scale with their level. This is to balance the fact they recieve potent perks as they progress on their path. (and to deter the so tempting and so common FE human in favor of more diversity)

In this way, multiclass ranger remain competitive by keeping the old favorite ennemy scaling.

Backgrounds

Oak Warden.
L1 +2 discipline. +1 magical damage while using a club or a quarterstaff
L5 Barkskin 1/day on self with CL 10
L8 3/day Oak stance (As long as you do not move, gain +2 dodge AC and +4 CON, and on-hit : entangle DC 14 while using a club or a quarterstaff)

Wild Fang.
L1 Exotic weapon : Fangs (Kama). Use poison (on Fangs only). When equipped with two Kamas, they acquire the ''Keen'' property.  
L5 Venom immunity, 2 random poison spawn each reset.
L8 Venom blood (Damage shield of 1d4 Acid + poison 1d2 STR DC 14).  

Spore keeper.
L1 : Immunity to Cloud of bewilderment, Mind fog, stinking cloud.
L5 : Cloud of bewilderment 2/day, Stinking cloud 2/day
L8 : On-hit confusion (20%, 1 round, will DC 12)  

Wild child.  
L1 INT -2. Animal empathy +4, magic fang 1/day, animal companion CR+1
L5 Enable possession of animal companion,
L8 Awaken/1 day, animal companion CR+2

Grove fletcher.

L1 +1 AB with bows.
L5 Hail of arrows (3/day 5 targets max) +2 magical damage with bows.
L8 Living arrow (Arcane eye (in this case ''arrow'')/1day)

Roaming Defiler.
L1 +2 fortitude, embrace of the Maiden, withered animals don't attack you.
L5 Wither animal (''wither'' a chosen animal. Last until next reset). Your animal companion is replaced by its withered version.  
L8 Horrid aura of the Maiden 1/day (Aura of fear DC 14, comes with green eye-glow, spawns a random ''allied'' withered animal when activated. Lasts until deactivated)

Discuss !
#36
[this richly decorated codex has been placed in the tower of the Gods for pilgrims to study. The figure of an imperious red queen has been ingraved on the first page]





[tface=fell]The Crimson Codex Of Phronexis

    Preamble


On the meaning of Phronexis
[/tface]



   
[tface=fell]Phronexis is a virtue, the paragon of all virtue, the gift of the Crimson Decurio. It means prudence, but is it not the prudence professed by the coward  to escape his duty.

In essence, Phronexis is the knowledge of when to act, how to act, and against whom.


By  exercising Phronexis, you will become able  to recognize and wage war against your true foe, the one that fate chose for you to confront.


We all hold inside us the potential to learn and apply Phronexis, yet the route to the mastery of this virtue is a treacherous one. Follow the teachings distilled within these sacred pages, and the gift of Phronexis will be bestowed onto you.
[/tface]
#37

Axirios finally met his end ! It was an epic, memorable ride. I'm left speechless.


[hide=Background]

Character background


(adapted from my initial application)

The withering has sent chaotic  ripples far out in the multiverse, insidiously deregulating the great  planar equilibrium, The plan of Mechanus instinctively reacted, sending a  wave of axiomatic energy directed towards the breaches.

    An Inevitable was formed by this condensed energy. it recognized that the withering was threatening the very definition of life, which entails that it should not be. The judgment  was passed,  The  Marut sough to locate and destroy the origin of the threat. The inevitable confronted the Lichess in a duel of planar proportions, Alas the entity was overwhelmed by her powers, and its body was shattered ; its essence dispersed.

     Owing to its  nature, the inevitable slowly reformed itself. As a being pure law, it  is destined to be reborn until the completion of its endeavor. But the  withering has corrupted the intricate fabrics of his soul-cage, halting this reconstruction process. The entity had no other choice but to  find refuge for his energy in a contaminated human vessel.

    An aging, purposeless pub-addict mercenary of Old-port, Alex Dendalus, went to consult a Seer of Savras to peer into his future. He was told that a purposeful destiny awaited, that he needed to set sail to Ymph if he chose to embrace the currents of fate. When he arrived, he was struck by a searing, cog-like meteorite right on the top of his head, rendering him unconscious for weeks. Miraculously he survived, but when he awoke, he was no longer truly himself...    And so was born

Axirios Hectaxius.
[/hide]
Regrettably, I didn't start taking screenshots until yesterday night. I've included  a collection of the best.

[hide=The Path to Axiomatic Transcendence]

 
Axirios reflecting on the meaning of duty in front of Torizaela's statue

Next to him,  Mr Dailliard a sentient golem who's greatest wish was to become human.




Seeking the Machine






The Inner Sanctum



Filled with deadly traps and puzzles




The chamber of the Ritual



The Rebirth of the Marut



Marching towards H'bala, accompanied by a group of truly daring heroes



The Maiden appears for all to behold.



She summoned the agony of the hunt.

The fight lasted a long time, but in the end, the Marut was overwhelmed and collapsed.

 



An action screenshot of Marut Axio-jutsu




The mortal body of Axirios lives on while his soul regained Mechanus, where it belongs.



[hide=Gifts from the Axioms]







[/hide][/hide]


Sincere thank you to all the EFU community and the DM team for supporting me as I learned the strings of the server.


Numerous PC's have left a lasting mark on Axirios, and I treasure the souvenirs of all the memorable interactions we've had.

-AXIO OUT
#38
Hello everyone,

Following the creation of the Office of Offensive archeology, I'm creating a new group concept centered around scavenging technological artifacts of the past and creating crazy and dangerous inventions. We will serve under the Mayor with the aim to reinforce the town's defensive and offensive capabilities.  


Goals :
  • Acquire a secret laboratory in the lower levels of the last keep
  • Understand -the- Machine, and fix it.
  • Design equipment for the Town's peacekeepers, such a non-lethal stun-clubs or intimidating cog-mechanized armor !
  • Create dangerous siege weapons, such as the soon to be feared Cogular-cannon
  • Participate in crazy rituals aimed at contacting entities from the plane of Mechanus.
PC concepts

Paranoid Gondite inventors,
Mordron worshippers,
Netherese Tech-scavenger,
Archeo-cogologists,

your imagination is the only limit !


End note

I'm rather new to EFU, I've only been playing for two months and a half. I have little experience on how to set up a faction for success. Therefore, I'm opened to suggestion on how members would wish to see the faction evolve. Feel free to contact me in IRC to discuss.

The ultimate goal is to have as much fun as possible with this concept !


-Pentaxius