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Messages - SunrypeSlim

#166
Suggestions / EfUSS: Secondary Armor Proficiency
October 21, 2019, 11:45:58 PM
EfUSS: Secondary Armor Proficiency.
-3 points: Can wear and remove Light Armor instantly. Otherwise requires 1 round.
-6 points: Can wear and remove Medium Armor instantly. Otherwise requires 5 rounds.
-10 points: Can wear and remove Heavy Armor in 1 round. Otherwise requires 2 turns.
#167
Bug Reports / Cheap Quartz Stone at Naoli
October 12, 2019, 04:58:40 AM
Magus Naoli Thrazulebh also sold me a bundle of quartz stone for 1gp. Upon use, it gave an error message and no quartz stones. Theorized it was a player-sold empty bundle. New topic because one topic per issue.
#168
Pauper Ponds is marked as being near the Commons of Ring 99.
#169
Suggestions / Fix Pauper Ponds
October 01, 2019, 08:00:21 PM
It seems there was a redesign and I may have picked just the worst time imaginable to start a druid.

I see no solo quests in or around 98, one collecting quest, and hostile NPCs in the spawn point that deal 11 dmg but give no XP at level 2. My choices were very limited; stand in one spot and wait for another person to come through, or try to kill a monster and die due to a lack of healing. This is the most hostile, unwelcoming state that a hub area has ever been in. It's not necessarily a bad thing to have a hostile hub, but for someone who's new, I think it requires a bit more direction.

Edit: It appears there is a turn-in spot for resources but it may be temporarily disabled or missing. I would prefer getting a group over solo play in most cases, but I'd like to earn something ahead of time so I'm not useless to the others, so I'd suggest some solo, druid-friendly quests:

-Protect bird nests from kobolds, with A.E-able birds
-Climbing/swimming obstacle course
-Healing a sick animal skill-check mini-quest
#170
Bug Reports / Druid Companion - Young Cougar is a thief
September 29, 2019, 02:54:30 PM
Young Cougar has 13 Open Lock, but only 4 Move Silently.
#171
General Discussion / Re: EFUPW Wiki Discussion
September 28, 2019, 06:40:31 PM
https://wiki.efupw.com/index.php?title=Animal_Companions

Would it be possible to list base NWN Companions and their EFU replacements, if this is still relevant?

Please and thank you, you're all doing an excellent job as always!
#172
Suggestions / Re: Perk Suggestion Thread
September 24, 2019, 03:28:45 PM
The most elegant solution to Bard perks was staring us in the face the whole time:

Rogue minor perks at 5 and 7.
#173
Suggestions / Re: The Bard
August 29, 2019, 02:59:51 AM
Rather than perks, give pure bards access to henchmen. Level 1 Commoners that you can name, dress up, and essentially add to your retinue, band, or other event.

Bards are social, so how do you play a social character during low activity periods, or when everyone else is doing combat?

Tie it to level 7, like the feat Leadership, and then just add hirelings to certain areas through conversations. Some you can pay for, some take skill checks, and some are just there as blank canvasses in Ring 99.

You could then tie the voice command "/v h" to emit from the hireling you have currently selected through Control Companion player tool.
#174
Suggestions / Re: Perk Suggestion Thread
August 25, 2019, 03:56:23 AM
Pathfinder Bards get 6 skill points instead of 4, which I think fits better for an in-between class anyways.

How about for Bard perks, you pick 2 skills in which you have no ranks. You gain 3+(Bard Level) as a permanent bonus to those skills.

Also, +1 EFUSS point per Bard level to encourage half-orc bards.
#175
General Discussion / Re: EFUPW Wiki Discussion
August 14, 2019, 09:37:01 PM
Yo hows it goin fam. You guys did a great job. I got two notes and they're both the same note:


  • Right now you have the Turn Undead feat (and primary domain turning abilities) on one page, Cleric Domains on another page, and the Cleric class description on a third page. I think that it would look really cool to collapse them all into the Cleric page, and updating the Turn Undead link in the Feat Changes section.

    Ditto Rogue perks.
#176
Suggestions /
April 17, 2015, 09:11:18 PM
Trigger warning: D&D edition change.

Pathfinder did something pretty sweet with opposition schools: you have your choice of which schools to choose, but you have to pick two. The upside is that you can still cast those spells, but it takes up twice as many spell slots.

Suppose that when you make a Wizard, you just pick Generalist. You can scribe any spell to your spellbook at that point. Then you have a Wizard perk system that lets you pick a specialization (or not) and two opposition schools (or not).

Every time you cast a spell from the opposition school, it would check to see if you have another one memorized. If you don't, the spell fails.

Downside is that you'd lose one spell slot from each level for going Generalist. You could either modify that with spell slots that appear on your robes (if you're wearing robes) based on your wizard level, OR take it as a perk and leave in the (literally) old school system unmodified for people who care about having more spells.

Thoughts?