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Topics - Stranger

#21
Books and Publications of the Desert / The Empty Gallows
February 13, 2023, 09:14:55 AM
The latest productions by a sorcerer gifted in all things ink...
#22


...

#23
Bug Reports / Inexplicable Pack Yank
March 07, 2021, 05:28:17 AM
My character, NOT dead and NOT subdued, suddenly got his bag yanked.



I've never seen this bug before and have no idea how it happened.
#24
Suggestions / Planar Sickness and Wizards
February 17, 2021, 04:27:18 AM
I would like to suggest that the power and instability of wizard magic be heightened.

My first and preliminary suggestion is that the Arcane Focus either be removed. If they are not removed, then an active Arcane Focus should suppress all of the additional dangers and benefits I am going to propose below; eliminating risk at cost to power.

The effects suggested below are in addition to the existing modifications to saving throws  and ability scores (most of which are deleterious).

Quote from: MADNESS0: Unafflicted

No effects.

1 - 2500: Infected by the Planes

10% chance to call Lesser Horrors with any spell.

2501 - 5000: Afflicted by the Planes

+1 Wizard Caster Level, 20% chance to call Lesser Horrors with any spell.

5001 - 7000: Moderate Affliction by the Planes

+2 Wizard Caster Level, 30% chance to call Lesser Horrors with any spell, 10% chance to call Horrors with any spell

7001 - 8000: Heavy Affliction by the Planes

+3 Wizard Caster Level, 40% chance to call Lesser Horrors with any spell, 20% chance to call Horrors with any spell

8001 - 9000: Intense Affliction by the Planes

+4 Wizard Caster Level, 50% chance to call Lesser Horrors with any spell, 30% chance to call Horrors with any spell, 10% chance to call Greater Horrors with any spell

9001 - 9999: Planar Madness

+5 Wizard Caster Level, 60% chance to call Lesser Horrors with any spell, 40% chance to call Horrors with any spell, 20% chance to call Greater Horrors with any spell

Horrors would be dangerous, nightmarish creatures with many of the powers that Magic Eaters had in previous chapters of EFU, such as rapid teleportation, dispel on hit, and true seeing. There would be a very real possibility of Horrors killing the wizards who attract them, especially the stronger varieties, and perhaps others around them. Such peril would fast create the stigma that wizards have always been meant to have.

The possibility of a "Horror Mark" mechanic could increase the odds of the Horrors spawning for select characters who dabble in powers that they should not have, and even create the rare possibility of the suffering spreading from wizards to non-wizards.

Lesser Horrors could also replace Planar Gobblers as a random spawn for deeply sick characters.
#25
Suggestions / More Finessable Weapons
January 23, 2021, 06:01:02 PM
Please add the Quarterstaff, Spear, Short Spear, and Scythe to the list of weapons that benefit from Weapon Finesse.
#26
Suggestions / Duelist Perk Reimagined
January 23, 2021, 05:31:34 PM
An aesthetic not easily realized on EFU is a fencer who uses only a one-handed weapon, and no shield. I believe that it is possible to script the Duelist perk (currently nerfed into oblivion) to provide a shield's bonus to AC as long as the off-hand remains empty, using the same architecture already created for "/c two-handed."  This would be disadvantageous in some ways, because shields are a great source of skills and saving throws, but also helpful in managing weight and incredibly stylish.

I've included a couple other ideas that I hoped would help give Duelists a more distinct "Princess Bride" swashbuckling  profile, without making it too powerful.

QuoteProposed Duelist:

Level 1: +3 Parry, +3 Taunt, +1 Shield AC while the off-hand remains empty.
Level 5: +2 Shield AC while the off-hand remains empty.
Level 8: Mobility, +3 Shield AC while the off-hand remains empty.

/c fighter_perk grants +4 Deflection AC to the main hand weapon for 1 turn.


[hide=Current Duelist]
Level 1: +3 Parry, +3 Taunt
Level 5: +1 AC vs. Piercing
Level 8: Dodge Feat

/c fighter_perk grants +1 attack and +1 AC while wearing cloth, light, or medium armor.[/hide]
#27
Suggestions / Remove the Lock on the 96 to 95 Ring Door
January 22, 2021, 12:54:49 AM
There is no reason for that door to be locked. There are buttons on both sides to open it, there's no challenge or riddle that needs to be solved.

And people get stuck in it ALL THE TIME.

Please just delete the lever/button and leave the door inherently unlocked on both sides.
#28
Bug Reports / Armor Bonus
December 03, 2020, 03:04:29 AM
EFU has a script which inflicts an AC penalty if you wear two different items with an Armor Bonus. This script is unnecessary, because in base NWN, different Armor Bonuses do not stack, only the highest does.

This has led to a weird situation where a +1 Armor Bonus on my bracers actually decreases my AC by 1.
#29
Bug Reports / Wormsight Planar Sickness
December 03, 2020, 03:03:36 AM
Wormsight as cast by a wizard does not appear to cause Planar Sickness.

...although this is not a very important bug because a nerf has crippled its utility...
#30
Suggestions / Magical Sleep Update
November 13, 2020, 09:22:40 PM
As you know, Sleep is the least powerful crowd control effect in the game. It ends if any damage is dealt to the victim. Elves are straight-up immune to it. Even the sorcerer perk centered around it is extremely limited by the arbitrary HD cap associated with such spells. Thus, to bring Sleep and Slumber closer to spells like Scare and Fear, I recommend that we change the way they work. After all, we can all agree that Sleep effects are very stylish and criminally underused; there's no harm in creating a renaissance for them.

Sleep should have its HD cap removed entirely, but be changed to a single target spell. It should also benefit from DC increases in the same way that Scare does. Considering that it is completely negated by Ghostly Visage and Clarity, and heavily mitigated by Protection from Alignment, I do not see this as a threat.

[hide=Sleep, Current]
Spell level: bard 1; druid 1; ranger 2; sorcerer/wizard 1
Innate level: 1
School: enchantment
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: huge (6.67 meter radius)
Duration: 3 rounds + 1 / caster level
Save: will negates
Spell resistance: yes
Additional counterspells: clarity

Causes 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 5 or more HD are unaffected.

Spell Focus Enchantment: Number of creatures that can fall asleep is doubled.
Spell Focus Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
Greater Spell Focus Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).[/hide]
[hide=Sleep, Revised]
Spell level: bard 1; druid 1; ranger 2; sorcerer/wizard 1
Innate level: 1
School: enchantment
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: single
Duration: 3 rounds + 1 / caster level
Save: will negates
Spell resistance: yes
Additional counterspells: clarity

Causes a target creature to fall into a comatose slumber.

Spell Focus Enchantment: An additional +1 bonus to DC.
Greater Spell Focus Enchantment: An additional +1 bonus to DC.
Spell Focus Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
Greater Spell Focus Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).[/hide]

Slumber should also have its HD cap removed, and benefit from the same perks that Dream Eater and various spell focuses would give to Sleep. It can remain an AoE spell on account of its higher level.

[hide=Slumber, Current]
Spell Level: wizard/sorcerer 3
Innate Level: 3
School: enchantment
Components: verbal
Range: long
Area of Effect: Colossal
Duration: One round per level
Save: Will negates
Spell Resistance: Yes

Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.[/hide]
[hide=Slumber, Revised]
Spell Level: wizard/sorcerer 3
Innate Level: 3
School: enchantment
Components: verbal
Range: long
Area of Effect: Colossal
Duration: One round per level
Save: Will negates
Spell Resistance: Yes

Causes a magical slumber to come upon a group of creatures caught within the area of effect.

Spell Focus Enchantment: An additional +1 bonus to DC.
Greater Spell Focus Enchantment: An additional +1 bonus to DC.
Spell Focus Necromancy: Instead of peaceful sleep, the creature experiences horrible nightmares and suffers Doom spell for sleep duration + 5 rounds after waking.
Greater Spell Focus Necromancy: Doom's duration after waking is increased to 5 + (1 round per caster level).[/hide]

Speaking of Dream Eater, it would also have to undergo some related changes, in connection to both these changes to how Sleep spells work and to reflect a recent change which allows Phantasmal Killer to be cast as an instant death nightmare upon resting characters.

[hide=Dream Eater, Current]
Level 1
Immunity: Sleep
Sorcerer Token: Nightmare 1 use every 60 seconds.

Level 5
Sleep spell affects 4 + 1d4 HD's worth of more creatures.

Level 8
20% Concealment.
+2 to Sleep spell DC.
Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces previous token.)

Nightmare
Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.
Kills a sleeping or slumbering NPC of hit dice 4 or below.
Provides a random boon.[/hide]
[hide=Dream Eater, Revised]
Level 1
Immunity: Sleep
Immunity: Phantasmal Killer
Sorcerer Token: Nightmare 1 use every 60 seconds.

Level 5
On Hit: Sleep (Level 1) on the sorcerer's cloth/armor.

Level 8
20% Concealment.
+2 to Sleep spell DC.
+2 to Slumber spell DC.
Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces previous token.)

Nightmare
Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.
Kills a sleeping or slumbering NPC of hit dice 4 or below.
Provides a random boon.[/hide]
#31
Suggestions / Ranger Perk (Pure Only) Favored Terrain
October 30, 2020, 08:28:17 PM
An interesting idea came up in EFU Discord!

Replacing the Natural Swiftness feature, this would allow a Ranger to choose their Favored Terrain in addition to their Favored Enemy. The perk would be limited to pure rangers only. The effects of the perk would only be applicable while on the relevant terrain.

There are three obvious options that fit within the existing zone archetypes.

1) Wilderness (+1 Reflex, +10% movement speed, +2 hide, +2 move silently)

2) Urban (+1 Fortitude, 5% slashing immunity, 5% piercing immunity, 5% bludgeoning immunity)

3) Planar (+1 Will, 10% elemental resistance, 10% negative resistance, 10% divine resistance)
#32
Screen Shots & Obituaries / Unfriendly Alley Dog
October 14, 2020, 07:47:39 AM



Ritharias Moonshadow was a proud elven lord who ruled over a forest court that had been held by his family for thousands of years. He was an eloquent philosopher, a poet, and a principled defender of his people's way of life.

But when he woke up in the City of Rings, he was a dog.

[hide=Solver of Puzzles]

[/hide]

[hide=Thief of Gardens]

[/hide]

[hide=Worst of Boys]





[/hide]

[hide=Biggest of Moods]











[/hide]

[hide=Wildest of Adventurers]









[/hide]

[hide=Lord of Beasts]
















[/hide]

[hide=Slayer of Homework]

[/hide]

[hide=Prize of Hoards]





[/hide]

[hide=Runner of Rings]





[/hide]

[hide=Biter of Blackjacks]











[/hide]

[hide=Nemesis of Velstra]




[/hide]

[hide=Victim of Discrimination]

[/hide]

[hide=Winner of Tournaments]

[/hide]

[hide=Friend of Wanderers]


















[/hide]

[hide=Witness of History]








[/hide]
#33
Bug Reports / Druid Wilderness Speed & Wild Shape
September 29, 2020, 09:27:08 AM
There is currently a measure in place to prevent the ranger movement speed bonus from stacking with barbarians and monks.



However, druids also receive extra speed in the wilderness, and many quadripedal druid forms receive Barbarian Fast Movement to represent that they are faster than humans.

Druids also receive more bonus speed than rangers do, but receive the same penalty (all bonuses are removed) if they transition into a wilderness area while possessing the Barbarian Fast Movement feat.

This means that, paradoxically, a druid moves slower when he is a horse than when he is a human.
#34
Bug Reports / EFUSL2 Quest Take
September 23, 2020, 07:38:18 PM
The quest, "the Five Beacons," in the Mongrelwoods counts its quest as taken twice on EFUSL2.



I only know this under the unique circumstance of my current character, wherein I am attempting to do every quest only once.
#35
Suggestions / Pond Bandit Association
September 15, 2020, 05:06:22 AM
I know that the DMs would like to see more lowlives and scumbags inhabiting the Pauper Ponds. I think that all you need to foster such a thing is a loose association supporting that concept, perhaps converting some of the Knave architecture to support the short, painful careers of such criminals?
#36
Bug Reports / Waypoint Confusion
July 14, 2020, 10:36:51 PM
[hide][/hide]

This is the second reset that Jarke Shelley has inexplicably been standing around the King's Commons, despite spawning in the Spinning Groat.

In the previous reset, random bandit spawns killed him, making his quest impossible to complete.
#37
Bug Reports / Premature Gladiator Disappearance
July 13, 2020, 01:23:02 PM


While fighting along the edge of the arena (not where depicted in the screenshot), my NPC opponent suddenly quit the field as though my character were invisible or stealthing. I am not sure how this bug happened. I am guessing that there was some kind of line of sight issue?

It was disappointing nonetheless to spend resources on the fight, only to suddenly be unable to finish it.
#38
Suggestions / Animate Dead & Bards
July 04, 2020, 09:17:53 PM
I think that Animate Dead should be added as a level 3 spell for Bards, just as it now is for clerics, sorcerers, and wizards.

That would facilitate the rare, but highly thematic necromancer bard.
#39
General Discussion / Sale on NWN:EE
June 19, 2020, 03:53:38 PM
https://www.gog.com/game/neverwinter_nights_enhanced_edition_pack

Only five dollars on GOG!

Buy it for friends and family who you'd like to give EFU a shot.
#40
Suggestions / Doorkeeper for Ring 64
June 02, 2020, 04:41:51 AM
Exactly what it says on the tin!

Please place a Doorkeeper outpost somewhere in this Ring.

I have a more detailed rationale for why this would be useful, and even important, but I don't want to spoil the content.