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Author Topic: Skunks  (Read 808 times)

Flaron1990

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    Skunks
    « on: May 11, 2006, 10:48:22 AM »
    I noticed skunks don't drop anything. Could there be the possibility of making the smell sak thing of a skunk into a poison, or a alchemy item that causes daze (like a stink bomb or something).
     

    Nibor21

    Re: Skunks
    « Reply #1 on: May 11, 2006, 10:56:40 AM »
    That would be a good idea. maybe a lesser choking gas or something.

    As an asidr, am I the only one who finds the skunk in North Hlint considerably harder than the Orcs that are there?
     

    Dorganath

    RE: Skunks
    « Reply #2 on: May 11, 2006, 11:08:49 AM »
    There's already a "stink bomb" in alchemy that's made from the glands of stink beetles. It's called Choking Powder and it produces the Stinking Cloud effect when thrown.
     

    darkstorme

    Re: Skunks
    « Reply #3 on: May 12, 2006, 09:01:27 AM »
    What about skunk leather, used to make skunk leather armour?  -2 to CHA, but any enemy making a successful melee attack has to make a FORT save or be nauseated for 1d6 rounds?  *L*

    And agreed, Nibor - the skunk is far more of a threat.  My rogue can tackle the orcs, provided they don't get a lucky hit in, but the skunk is a challenge.
     

    Faldred

    Re: Skunks
    « Reply #4 on: May 12, 2006, 10:32:12 AM »
    Quote
    Nibor21 - 5/11/2006  1:56 PM

    As an asidr, am I the only one who finds the skunk in North Hlint considerably harder than the Orcs that are there?


    Harder, but pretty relative.  Of course, a half-giant with a base fortitude save higher than the skunk's stink cloud DC is going to have a slightly easier time.  :)

    Look at it this way... the skunk is tougher to kill, but the orcs do hit harder, and there are more of them (especially if you're wandering in there when a higher-level character heading to the tower or portals forces a tougher spawn for low-level characters).
     

    Flaron1990

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      Re: Skunks
      « Reply #5 on: May 12, 2006, 10:46:02 AM »
      Quote
      darkstorme - 5/12/2006  12:01 PM

      What about skunk leather, used to make skunk leather armour?  -2 to CHA, but any enemy making a successful melee attack has to make a FORT save or be nauseated for 1d6 rounds?  *L*


      I agree with that idea... just why the -2 cha... you do clean the hides you use for tailoring... if you think of it the insides of a deer smell prety nasty as well.
       

      Talan Va'lash

      Re: Skunks
      « Reply #6 on: May 16, 2006, 01:04:44 AM »
      Quote
      darkstorme - 5/12/2006  10:01 AM

      What about skunk leather, used to make skunk leather armour?  -2 to CHA, but any enemy making a successful melee attack has to make a FORT save or be nauseated for 1d6 rounds?  *L*

      And agreed, Nibor - the skunk is far more of a threat.  My rogue can tackle the orcs, provided they don't get a lucky hit in, but the skunk is a challenge.


      Look for a suit called "Leather of the Ogre."

      I think it might be... just what you're looking for.

      Just for reference, no powerfull abilities like on hit daze or stinking cloud will be coming from items crafted by a CNR item gathered from such an easy creature that is especially abundant very close to hlint.
       

      Stephen_Zuckerman

      Re: Skunks
      « Reply #7 on: May 16, 2006, 03:45:41 AM »
      Perhaps we should just allow the stink glands to be removed and used in the same way as a beetle's?
       

      darkstorme

      Re: Skunks
      « Reply #8 on: May 16, 2006, 06:57:50 AM »
      @Talan - It was meant spuriously, really.  My character's plain as is, he doesn't need anything else detracting from his CHA.  On Hit-Daze is unbalancing.  If it weren't for the server lag, the better approach would be the skunk Stinking Cloud effect centred on the caster, affecting everyone - then it'd be a matter of fortitude.  As you say, though, skunks are pretty common, so with a bunch of people with this armour, a battle'd crash the server pretty quick.

      @Flaron - If you cleaned the skin to the degree that all the scent was removed, then you wouldn't get the On Successful Attack nauseated effect, since it'd be normal leather armour.  In order to acheive the effect, you'd need to keep the scent in some form or another.. which means that it would linger even OUT of combat.. hence the -2 CHA
       

       

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