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Messages - Ser Shroom

#16
Crafting a wand of ILMS at level 10 remains the most painful moment of my wizardly career. All that GP and XP ...

The higher caster level is good in that it helps you overcome spell resistance as well however and shouldn't be dismissed. I do not believe the cost is a bug or unintended.
#17
Suggestions / Re: Prestige wage for retainers
April 18, 2021, 02:50:01 PM
This is something I've thought about before and quite like the idea of. It gives a bit of an encouragement as a Retainer to log in and RP / be a visible presence in the Ward at quieter times.

Incentives to get people to log in are always good.
#18
Perhaps above was a little determinative. If it's kept as it is however there should be a standing in-game bounty or some great reward for turning one in so as to encourage those holding them to be targets
#19
Back when the gladiators were first introduced getting a deck was perhaps a serious accomplishment. Now like every other system it has been learned and gamed. Yes a nerf is long overdue.
#20
Suggestions / Chaav's Laugh - Choice of Alignment
February 16, 2021, 11:31:11 AM
Hello

Chaav's Laugh currently functions as follows:-

QuoteChaav's Laugh
Enchantment
Level: Cleric 5
Components: V
Casting Time: 1 standard action
Range: 40ft
Area: 40-ft-radius spread centred on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.
Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20).
Evil creatures within the spell's area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.
Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh.

A great cleric spell however it currently only really has utility for good aligned clerics. I would suggest that Chaav's Laugh function like Protection from Alignment - with four options ranging from Good, Evil, Law and Chaos - applying bonuses to the alignment chosen and penalties to its opposite.
#21
Suggestions / Remove XP Requirements from Crafting
November 25, 2020, 07:45:08 AM
Suggestion:- Remove XP costs from crafting potions, wands and scrolls

Why:- Beyond it being a requirement in pen and paper DnD / vanilla NWN I don't understand why it is was ever made a part of EfU's crafting system. I see no value in maintaining it as an associated cost to crafting and it would be a great quality of life improvement particularly for higher level caster merchants / PCs.
#22
I believe this issue may go deeper. When I (Kazimer) tried to add another character (Lethvar) to this quest with the Quest Token tool upon realising there wasn't a conversation option, it threw up an error message to the effect of it was not possible to add this person.

Also - I believe the option to add people does exist, but that it doesn't appear when someone who you're attempting to add is nearby. Possibly some sort of anti-exploit system that's gone a bit squiffy?
#23
I will toil with you
'till we're still

-Traditional Recondite Greeting

Hello all. This is somewhat of a hybrid recruitment thread / informational regarding the Recondite sub-race. Information on them is somewhat sparse, which I suspect makes it difficult for people to think of concepts which fit. I wanted therefore to provide a few additional teasers, expand a little on their hierarchy and offer a few sample concepts in hopes it may entice some people to give this Association a try.

The Basics

The Recondite are a Gnome subrace linked with an association of the same name. A Recondite PC may be rolled up without an application, however at present you should seek to have a chat with a DM to provide a small bit of info regarding your character (alignment, class, brief idea of goals)

They have a faction hub in the Mongrelwoods that is rather out of the way, but you will probably spend most of your time in the Ponds with other 'outcast' type PC's.

Recondite are known to be enemies of the King. This in turn makes them naturally antagonist towards, and disdained by, Peerage characters. Whilst the exact nature of this scorn towards the King is not widely known, it is understood in general terms that the Recondite believe the King is somehow harming the city through his rule.

Recondite are known to be in service of 'The City' and are widely known to have a incredibly protective relationship with the Golems of the City.  They are also known to repair these Golems.

Finally, Recondite are all afflicted with a condition known as 'Ringcallus'.  This is considered a terrible disease by outsiders, and a great blessing by the Recondite themselves. This condition is known to take the form of large, blotchy, stone-like areas of skin on the Recondite themselves which grow over time.


Faction Organisation, Culture, Recommended Classes & Recommended Alignments


The association itself have what might be considered two 'branches' to it, those being the Miners and the Menders.

Miners

The Miners are predominantly the martial arm of the Recondite. They are, as the name suggests, those who toil within the great mines of the Recondite in order to obtain veins of a stone substance coveted by all Recondite and which is used in the repairing of City Golems.

Miners will predominantly be drawn from martial classes. The 'favoured weapon' of the Recondite is a Warhammer, which is analogous with the tools they use within the mines themselves. Though there is scope here for diversion, this is the kind of weapon loot you'll find in their faction shop.

Suggested Classes:- Fighter, Ranger, Paladin, Rogue, Cleric



Menders

The Menders are responsible for maintaining, servicing and repairing the Golems of the City. They are  caster classes who make no great distinction between arcane or druidic magics, and they are known to have secret methods by which to work the stone that the Miners obtain for the benefit of City Golems.

Suggested Classes:- Wizard, Druid, Sorcerer, Bard



Culture

The Recondite are an incredibly lawful-aligned faction. They favour strict adherence to hierarchy above all else. Obedience to ones superiors is central to the Recondite ethos. In the absence of a superior, groups of Recondite will aim to achieve reasoned consensus with their kin.

Recondite culture is not naturally inclined towards selfishness or self-interest. The good of the collective is considered of paramount importance  over the the good of any individual Recondite.

Recondite are taught from birth that idleness is unacceptable. Recondite 'toil' from a young age, and their responsibilities increase with age. Laziness or uselessness is an offence punishable by exile.

Recondite do not live very long lives. It is very unusual for a Recondite to live more than 40 years. Those that are not slain will eventually become 'still', with their Ringcallus condition having made them entirely immobile. Recondite readily embrace this process.

Whilst there are a number of Recondite traditions, laws and cultural norms, in general terms there are strict taboos around harming City Golems, the slaying of other Recondite, and Necromancy. Ringrunning is fully encouraged and is part of the Associations aims.

Recondite faith is centred on the City itself and it is the City that tends to be the object of their worship.  Recondite Clerics exist, though the particulars of the Recondite faith  have yet to fully fleshed out by a player character.

Recommended Alignments:- Lawful Good, Lawful Neutral. With an emphasis on the Lawful aspect of the alignment.



Naming Conventions

Recondite tend to have a vaguely Slavic first name (e.g. Yalena, Lisenya / Aleksander, Nikolay)

Their surname however is an expression of their function to Recondite society. A few examples of this:-

Finds-The-Vein = A Recondite scout who prospects for new veins of stone

Lights-The-Wick = A Recondite who coordinates demolition and explosions within the mines

Makes-The-Bunks =  You get the idea



Concept Ideas

By no means exhaustive, but I just wanted to add a few bare bones concept ideas below to finish:-

Peerless Recondite Hammerer - Following in the footsteps of those who took up the hammer in defence of your people, your Miner emerges to the rings with intention to prove their immovable martial might against the horrors of the Mongrelwoods, the deeper rings, and the best that the retainers of the Peerage ward have to offer. You will demonstrate to the profligate Peers how weak they have become in their luxury and indulgence. Finally, you will cement your reputation as an immovable wall and warrior in defence of the Recondite and advancing of their interests .  (Possibilities exist in the faction to earn the Dwarven (Recondite) Defender or Weaponmaster  PrC through sufficiently exceptional feats of heroism and prowess)

Mender Physician - Understanding the mechanics of the Ringcallus is the driving force of your PC. Whether you think the answers lay in the blood of yourself and others, or through magical means, you will seek experimentation upon the enemies of the Recondite in order to establish the mechanisms and truth of the Ringcallus blessing.

Recondite Ringbarred - Whether joining onto a group of other Ringrunners or as part of a wider Recondite group, your character has decided to focus on Running the Rings in order to learn more of the history of the city, the Golems, and your people. More than that however, you toil to ensure that the Retainers of the Peerage Ward have no place within the Rings. You oppose them wherever they are found within the deep rings, and ensure they will never have the opportunity to look upon the hated King.

Mad Bomber - The Recondite of Ring 98 will never have peace until the Peerage Ward is utterly destroyed. Through alchemical means, shady deals, underworld connections and criminal allies you commit to a campaign of terror upon the Peerage Ward. You will destroy it piece by piece - and building by building.

Zealous  Propagandist
- A good opportunity to play a cleric or a bard. As a cleric, you draw your power directly from worship of The City itself. You have emerged from the Mines in order to spread the message of the plight of the City. You will teach all who will listen about its splendour and beauty, the truth of its suffering, and ultimately convince them to join the Recondite in their campaign against the King and the Peerage Ward.


I hope people have found this helpful. DM Arc or myself are a good choice to hit up on Discord if you have any further questions or concept ideas you want to discuss.

Toil on dudes
#24
Suggestions / Re: Some suggestions :)
September 04, 2020, 04:19:31 PM
I might make a larger post about the wholesale suggestions but I definitely want to remark on Raise Dead

I fully agree this should be an ability that is available to PC clerics.  My understanding is that we are in a climate now where the only clerics able to cast level 5 spells are ones who have received  a DM loot relic?

If this is the case I would say that any cleric with the ability to cast this spell is already one that has the tacit approval of the DMs as a well characterized, well portrayed cleric who therefore  wouldn't trivialise that sort of miracle.

It also gives clerics a very clear 'This is something only my class can do' niche at higher levels which I hope would make them more attractive to play and a strong incentive for them to be played in a way to be worthy of recieving those high level relics.
#25
Bug Reports / Re: Heroism Spell in Paladin Spellbook
August 24, 2020, 01:34:26 PM
https://wiki.efupw.com/index.php?title=Custom_Spells#Heroism

There's the link to the custom spell which suggests it should be a level 2 paladin spell

Character name is Gawen MacRaith. Level 8 paladin. I have access to level 2 spells, however Heroism is not one of them.
#26
Bug Reports / Heroism Spell in Paladin Spellbook
August 24, 2020, 12:26:40 PM
The wiki says that Paladins receive the Heroism spell at level 2 of their spellcasting. On my paladin it doesn't appear to be in the spell book however.
#27
Suggestions / Re: Nerf orb spells
July 01, 2020, 04:14:56 PM
Getting back to the original suggestion:-

I would just highlight that there are secondary effects associated with these spells. Including one spell that stunlocks on a failed fort save. I still believe without the touch attack that these orb spells are unfair on lower hp, lower fort classes (e.g. rogues, bards) who have a higher than average touch AC.

It's one thing to shrug your shoulders after a death and say 'well it's just unfortunate I didn't make that 50/50 touch attack roll'  rather than having to concede 'well I died because I didn't roll a near impossible 18 or better on that fort save'.

I am saying all this in a PvE perspective because certainly in a PvP one any wizard or sorcerer worth their salt will just cast true strike first, so they aren't going to lose out on their rogue deleting spell with this modest change in my opinion.
#28
Suggestions / Re: Nerf orb spells
July 01, 2020, 01:41:32 PM
Speaking from a PvE perspective, the touch attack was really the only defence rogues had against these spells, as their fort saves are generally so trash they can't make the save vs secondary effect and there is no evasion opportunity to mitigate the damage. Encountering this spell being spammed on a certain scripted quest with a rogue just felt like a death sentence.

I do think returning the touch attack requirement would make it a reasonably well balanced spell.