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Topics - Faldred

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61
Fixed Bugs / Weapon proficiencies
« on: May 01, 2006, 04:21:19 pm »
In the update... my character lost the ability to use equipment like Tailor's Needle, Skinning Knife, and Gem Crafter Chisel -- they all require Simple, Druid, Rogue, Monk, or Wizard weapon feats.  I assume there's a bug where fighter types no longer have "Simple".

Edit: Add daggers to the list.

62
Development Related Topics (DRT) / PrC Idea...
« on: April 21, 2006, 04:53:43 am »
Presented for approproiate critique, comment, and verbal abuse:  Soulgiver  Note: Detail may change based on playtesting and game balancing Saves: As Sorcerer Skills: As Sorcerer Hit Die: d4 Proficiencies: A Soulgiver does not gain any additional weapon or armor proficiencies. Soulgivers gain spellcasting ability (CON based, arcane but no chance of spell failure due to armor or shields, material components can be ignored) but do not gain the ability to use magical devices such as wands and scrolls. Skill Points: 4 2 + INT Modifier  Requirements: To qualify as a Soulgiver, a character must fullfill all of the following critiria: Feats: Toughness Skills: Concentration 6 ranks, Spellcraft 6 ranks Abilities: CON 18  Description: For a rare few of strong fortitude, the ability to tap into their own inner soul can be attained. This ability allows them to create effects indistinguishable from arcane magic, though at a cost to their own strength.  Soulgiver special abilities (specifically, all bonuses and penalties) are physical effects, not magical ones, and are not subject to any type of magical dispelling.  Abillities:  Soul Magic (Level 1) - Soulgiver gains arcane magical ability as a Sorcerer of the same level, except that the magic is based on CON, not CHA, and that there is no chance of spell failure from armor or shields.  Also, Soulgivers do not have familiars.  When using any spell, the Soulgiver takes a -2 CON penalty (effects are cumulative if multiple spells are cast) for 1d4 + spell level turns. The Soulgiver must make a Fortitude save against a DC of 15 + (spell level times 3) or also take a -2 STR penalty for the same duration.  A spell may not be used if current STR is less than 5.  Eschew Materials (Level 1) - Soulgiver may ignore material components of spells, as his or her body substitutes for any material component  Spell Intuition (Level 2) - Being in tune with magic, the Soulgiver adds his or her class level to his or her Concentration and Spellcraft skills.  Spell Resistance (Level 4) - The Soulgiver gains spell resistance 15 + class level.  One For All (Level 6) - Once per day, a Soulgiver may use his or her inner strength to boost allies. The Soulgiver takes a -6 STR and -6 CON penalty to provide a +2 STR and +2 CON bonus to all allies within 25'. The effects (for both penalties and bonuses) last for 1d4 + class level turns. An additional use per day is gained for each three levels after level 6.  The Soulgiver must have a minimum of 9 for current CON and STR scores in order to use this ability.  Improved Soul Magic (Level 8) - Soul Magic no longer has possibility to temporarily lower STR and the minimum 5 STR restriction is removed.  If the Soulgiver makes a Fortitude save against a DC of 15 + (spell level times 3) the CON penalty is reduced to -1.  Self Sacrifice (level 10) - For use only in dire situations, the Soulgiver sacrifices his or her own life to aid allies. The Soulgiver's current HP and ability scores are distributed evenly as temporary bonuses amongst all allies within 25' (priority given from closest ally to furthest); this may bring allies to a higher current HP total than their normal maximum. The bonuses last for 1d4 + class level turns, however the Soulgiver is truly dead and may only be brought back by Raise Dead or Resurrection (or respawning).  If the Soulgiver returns from the dead (including respawning) during the effect period, all effects cease immediately.  [Example: Soulgiver with current stats of 108 HP, 12 STR, 8 INT, 10 WIS, 12 DEX, 18 CON, 8 CHA with 5 allies within 25' uses Self Sacrifice. Numbering the allies from closest (#1) to furthest (#5), they would receive temporary bonuses of:  Ally #1: 22 HP, 3 STR, 2 INT, 2 WIS, 3 DEX, 4 CON, 2 CHA Ally #2: 22 HP, 3 STR, 2 INT, 2 WIS, 3 DEX, 4 CON, 2 CHA Ally #3: 22 HP, 2 STR, 2 INT, 2 WIS, 2 DEX, 4 CON, 1 CHA Ally #4: 21 HP, 2 STR, 1 INT, 2 WIS, 2 DEX, 3 CON, 1 CHA Ally #5: 21 HP, 2 STR, 1 INT, 2 WIS, 2 DEX, 3 CON, 1 CHA]  Designer Notes: Yeah, I know persuing this is probably a waste of time, but it's still an interesting idea apart from the mechanics issue...  The hit die being only d4 seems reasonable, even though we're likely looking at a Fighter (d10) or Barbarian (d12) as base classes.  The high CON should help this offset, and spellcasting should make the charatcer a little more fragile than martial training.  From these classes, it would be impossible to take this PrC earlier than character level 10 (barring use of the Skill Focus: Spellcraft feat) due to Spellcraft being a cross-class skill.  Other possibilities that could be considred to flesh the class out:
    Spell school restrictions: The Soulgiver, based on his or her unique brand of magic, can only perform spells from the Abjuration, Evocation, Necromacy, and Transmutation schools.  To compensate for the limited selection, the Soulgiver either automatically "knows" all spells of the appropriate level in these schools or maybe gets free Spell Focus feats at odd class levels (3, 5, 7, 9).
    Similarly, to get around the mechanics issue, spells (from the allowed schools) are taken as spell-like abilities -- similar to the Sorcerer choosing spells, but without the option to change at levelling time.  Since CON will fluctuate widly, "spells per day" can be fixed to be current CON-independent by limiting each spell-like ability to once per day (per time chosen); current CON requirements for appropriate spell level still apply when using the ability.
    Spell Asborbance: As a higher-level class ability, the energy from any spell successfully resisted can be used to remove some or all of the negative effects from any Soul Magic or One For All penalties currently in effect.  (Remove 1 turn of duration from oldest penalty per spell level absorbed?)
    Possible penalty change: CON/STR penalties for Soul Magic penalize -1 per spell level, Fortitude save for half effect (on save, fractions round up for CON, down for STR, e.g., Level 3 save means -2 CON, -1 STR) -- Soul Magic would require minimum 3 + spell level for current STR, 10 + spell level for CON.  Improved Soul Magic still eliminates all STR penalties/restrictions, CON saves now round down.
    Does metamagic make sense for Soul Magic?  Some thought should be given as to whether or not Soul Magic can have metamagic applied to it.
    Epic stuff: Bonuses for Concentration, Spellcraft, and One For All uses continue into epic levels; (all) epic spells should be allowable just as to a regular sorcerer and treated as spell level 10

63
Development Journals and Discussion / The musings of Vorian Feld
« on: April 17, 2006, 09:06:37 am »
Well, this is a fine mess I've landed into.  First, there was the fire.  Yeah, I know I should be grateful to get out alive, but all of my scrolls and books!  Gone!  Sure I have most of them memorized already, but where am I going to find another copy of Lexical Structure and Vocabulary of Druegar?  I spent months tracking that down, and now... nothing but ashes.  Then I had this strange... dream.  If dream is the right word, for I seem to have woken from it half way across the world.  A great dragon, telling me I have been called to fight Bloodstone and his armies?  That's crazy talk.  Something like this is the work for heros and heroines, not for me.  I just want to be left alone with my books.  Nevertheless... I found myself in this charming little mud hole town with nothing but a simple robe, a crossbow, and a few coins in my pocket.  Terrific.  A military outpost, to boot.  Fat chance of finding any interesting books here.  On the other hand, where armies and heros gather, storytellers are sure to follow, so perhaps I can hear a few good tidbits of information from them.  Of course, these bardic types aren't exactly trustworthy and are often given to embellishment, so getting any real knowledge from them will be a challenge.  *Sigh*  Anyway... not that I'm particularly fond of going up to complete strangers, but I'm new here, and need to get the lay of the land and perhaps a little bit of income so that I can start my life over again.  One place is as good as another, I suppose.  It's not like I had any family that I've talked to in years or friends I've left behind, so I might as well stay here for a while.  Perhaps there are different sources of books and legends?  So I agree to do a few odd jobs for some of the townsfolk.  Nothing that sounds too dangerous, I suppose.  I guess it didn't hurt that some friendly adventurer (I never did catch his name) showed me around the area, and we hunted some orcs and goblins.  I was pleasantly surprised that some of the little magical tricks I have learned came in useful, and I was even more surprised to find that I'm not half bad with a crossbow in a fight.  After tackling some of the vile creatures for a while, I was able to talk my new "friend" into helping me finish one of the errands I had agreed to run -- retrieve some stolen tax records.  Personally, I don't really care about the financial managment (or mismanagement) of this dump, but the job promised some decent coin.  All of this running around and practicing the magical arts in earnest seems to have sharpened my skills.  I am better with the spells I knew, and have uncovered the mysteries of others that had previously eluded me.  Maybe I am cut out for this after all.  Then again, maybe I've just been lucky so far.

64
Trade and Market Hall / Zug offur wurk for new heros
« on: April 17, 2006, 05:15:38 am »
If yous new to Hlint, Zug would like help yous out with simpul work.  Yous gets Zug nice White Mushroums, Zug pays yous goldies.  Zug pays bettur than pawn shopp -- 5 GP per mushroum or 175 GP for full box.

If yous brings Zug two full box, Zug let you have coppur ring with green stone or malukite insted of goldies if yous prefur.  // (+1 save vs. posion or disease, respectively; while supplies last)

Zug also willung to buys coppur and tin ores from anybodys.  Zug pays 15 for coppur and 20 for tins.

65
Wild Surge Inn / To Followers of Lucinda
« on: April 06, 2006, 09:08:57 am »
* A dark elf slips into the Wild Surge quietly, and, remaining unnoticed, tacks a message onto the board *

After visiting the Great Library and the Temple of Lucinda at Blackford Castle, I would desire to learn more of Lucinda and the Weave.  If a cleric of Lucinda or one of her mages would care to take the time to instruct me, it is possible that I may choose to follow Lucinda.  

I am currently trained as a scout, but have a great love for magic, and the desire to use my talents for the general good.  In short, I hope to seek a sponsor who will set me on the path to the study of magic and the celebration of the Weave.

I am frequently away from Hlint, as my heritage seems to draw unwanted attention at times from the locals.  Please post a reply on the board or send me a bird if you wish to arrange a meeting.

- Aeoleth

66
CNR Suggestions/Discussion / Exceptional items
« on: April 04, 2006, 09:29:04 am »
What goes into making a crafting item "exceptional"?  I assume it's just a (very small) random chance upon creation success, but maybe there's more to it?

Also, which items can be "exceptional"?

67
CNR Suggestions/Discussion / Ingot Recycler
« on: April 04, 2006, 09:27:43 am »
Would it be possible to modify the ingot recycler to convert finished products back to metal ingots instead of just mangled metals?  Where I'm coming from... in armor and weapon making, an awful lot of metal ingots have to be used for very slow advancement, especially early on.  As a result, a crafter can get way ahead on smelting while still being a very low-level weaponsmith and/or armorsmith.  Any chance of recouping raw materials from "practice" weapons and armors might help balance this out a little.  As an example, Zug is already level 5 in smelting but still only level 1 in both armor making and weapon making.  To avoid abuse (such as buying a whole bunch of cheap copper daggers in order to get copper ingots), I would suggest that for each item placed in the recycler, the number of ingots you could receive back would be:    
    Number of "mangled" metal on creation failure for the item minus 1 -OR- Random (uniform distribution) amount from 0 to Number of "mangled" metal on creation failure for the item
    [/list] In the first case, trying to recycle a copper dagger or a bronze helmet would be pointless (ingots = 0), but a small copper shield could get you back 1 ingot if successful.  Under the second scenario, cheaper items could still produce ingots, so perhaps some form of minimum value requirement could be set.  In either case, the point would be to make the lower levels, especially, of these crafts not quite so pointless -- ideally, the ability to make bronze and/or iron weapons and armors should happen roughly around the time the character could use such items.

68
Roleplaying / Does the PC Dicebag have a sense of humor?
« on: March 29, 2006, 09:46:26 am »
Or at least, some kind of supernatural ability to be able to guess which result would be the best for RP?  It's not really random, is it?  C'mon... fess up...

Last night, for example, I had Zug out with Kali and Dervish getting our collective rear-ends handed to us, as usual.  (Ok, this time it was Zug's fault... he notices a cave entrance and decides to see what's inside.  Turns out, it was sudden and painful death at the hands [so to speak] of a Xorn.)

Now, for those of you who haven't ventured much with Kali, whenever she returns from the void, she gets... odd.  It makes for good RP, though usually not so good for the general health and well-being of those around her.   :)   So, anyway... this "thing" takes over her and starts gloating/taunting Dervish.

I had Zug react as an action-oriented dumb half-giant should... barbarian rage and an "Intimidate" dicebag check, ordering the thing to leave Kali alone.  Rolled a (modified) 13... not bad, but not good enough to be considered a success.  All well and good, but the real fun rolls were to come.

After the thing leaves Kali (on its own, it appears), and she starts asking questions about what happened, Zug decides that the conversation is getting a little uncomfortable for him, and comes up with some lame excuse about an appointment he forgot.  How lame?  Bluff: 4.

So, after a while, Kali goes off to see her mentor, and Dervish is obviously worried for her.  So, Zug, the lumbering brute, tries to comfort him and tell him everything is going to be OK.  Persuade: -1.

Yes, that's a minus one.

*Sigh*...

69
Trade and Market Hall / Zug hav ecksepshunal itums for sales
« on: March 26, 2006, 01:46:10 pm »
NEW IN STOCKS -- Zug have 2 Ecksepshunal Coopur Ring with Malukite, Zug sell for lens prise of 2000 GP eech // +2 Save vs. Disease, Level 5 req.  Zug also make Ecksepshunal Gluves of Badjur... yous make offur // +5 to Taunt    Zug sell many thing Zug make or finds.  Yous sees what yous like, yous tell Zug.  If yous no like cost, mebbe wes can make deal.  Zug also okays with trades for things Zug want.  Things Zug find:
    Ring: Dorand's Helpur, 800 GP // +2 to Appraise, +3 to Craft Weapon
    Bracurs of Scout, 2500 GP // +1 AC Armor, Darkness 1/day, Camoflauge 2 charge/use, 6 charges, Level 8 req., 3 in stock
    Staff of Herofant, 800 GP // Quarterstaff +1, Sleep 1 charge/use, 1 charge, 2 in stock
    Spell papurs, manys and vareeus, make offur  // scrolls, mostly 1st and 2nd circle, partial list:

      Summun Creetur I
      Summun Creetur II
      Endurunse
      Identefy
      Lite
      Finds Trap
      Webb
      Expudicius Retreet
      Endur Elemunt
      Majick Missul
      Darknuss
      Cat Grase
      Gost Vizzug
      Greese
      Cur Minur Woond
      Bles
      Cur Lite Woond
      [/list]
      [/list]  Zug make prettees:

        Green Stone set in Coppur, Ring: 400 GP, Amulit 600 GP  // +1 save vs. Posion
        Malukite set in Coppur, Ring: 400 GP, Amulit 600 GP  // +1 save vs. Disease
        Adventureen set in Coppur, Ring: 500 GP, Amulit 750 GP  // +1 save vs. Electricity
        Amethist set in Coppur, Ring: 500 GP  // +1 save vs. Acid
        Fire Aggit set in Coppur, Ring: 500 GP  // +1 save vs. Fire
        Fenelopee set in Coppur, Ring: 500 GP  // +1 save vs. Cold
        Feldspar set in Coppur, Ring: 750 GP // +1 save vs. Death
        [/list]  Zug make armurs and weapuns:

          Coppur Armurs to ordurs, Zug give discownt from Hlint merchunt prize, yous choos colurs
          Bronz Armurs to ordurs, cost varee, yous choos colurs, current stock:

            Bronz Plate Male, 4000 GP // level 9 req.
            Bronz Chane Male, 2700 GP
            [/list]
            Bronz Sheelds to ordurs, Smalls: 500 GP, Medeeums: 750 GP, Larges: 1000 GP, all size in stock // +1 AC vs. Piercing, +1 AC vs. Bludgeoning, level 5 req.
            NEW! Oak Short Bow, 1750 GP // +1 attack
            Coppur Weapuns to ordurs, Zug give discownt from Hlint merchunt prize
            • Bronz Weapuns to ordurs, Smalls: 750 GP, Medeeums: 1000 GP, Larges: 1250 GP // +2 damage of appropriate type (slashing, piercing, etc.), level 5 req. current stock:

                Short sword (3)
                Long sword
                Grate sword
                Falshion (2)
                Simitar
                Rapier
                Battul ax
                Grate Ax
                Daggur
                [/list]
                • Irun Hand Ax, 1500 GP
                 Zug make tailurd good:

                  Gluves of Badjur, 800 GP  // +2 to Taunt  
                  Gluves of Bat, 800 GP // +1 save vs. Sonic
                  Coogur Leathur Armur, 2000 GP // +3 to Tumble
                  Jagwar Leathur Armur, 3000 GP
                  Wulf Leathur Armur, 3000 GP // +2 AC vs. Animal, +3 to Discipline, Level 8 req.
                  Wulf Hide Armur, 3300 GP // +2 AC vs. Animal, +1 AC vs. Slashing, +3 to Discipline, Level 9 req.
                  Belt of Tigur, 1500 GP // +2 to Perform
                  [/list]  Othur stuffs Zug make:

                    Cristul Rod I, make offur
                    Green stone dusts, make offur
                    [/list]    Zug want buy:

                      Minerul Gem Stone (Zug no need Green Stones or Malukites), yous tell Zug how muchs
                      Coal, yous tell Zug how muchs
                      Silvur nugguts or inguts, yous tell Zug how muchs
                      Platnum nugguts or inguts, yous tell Zug how muchs
                      Irun nugguts or inguts, 25 GP eech
                      Tin nugguts or inguts, 20 GP eech
                      Coppur nugguts or inguts, 15 GP eech  
                      Yellow mushroums or White mushroums, 5 GP eech (full box: 200 GP)
                      [/list]

    70
    CNR Suggestions/Discussion / Recipes
    « on: March 15, 2006, 07:27:56 am »
    I've pulled the recipes from the previous "Recipes" post, plus the Alchemy cookbook, and added in a few that I knew of that were missing.  As a result, I have a spreadsheet that lists the recipes by craft type, craft station, and with a list of the ingredients.  Since it's in a spreadsheet, it's sortable, which means you can look things up by any column -- find a Belladonna Leaf and want to know if it is useful?  Sort by "Material" and see which recipes use Belladonna Leaf.  All of the information in the spreadsheet comes from the tables in the game -- no spoilers are present (no CNR locations, Fishing is excluded [no list of what bait for what fish], etc.).  It is purely meant as a reference guide; please remember to roleplay your character's use of this information.  The guide is also incomplete.  Some crafts/stations have only a subset of the recipes; some are missing entirely.  Given that I've done this manually, with a lot of copy-and-paste at times, there are also likely mistakes.  Please let me know about missing or incorrect information, and I'll update the sheet accordingly.  Notes: [INDENT][TABLE=head;sort=1a,2,3]*|Book of Patterns is always returned to the crafter on success or failure|
     **|Filled Water Bucket is always returned as Empty Water Bucket to the crafter on success or failure|
     ***|Gem dusts are created by smashing mineral OR flawed stones, and are also created as a by-product of attmepting to make a cut gemstone|
     ****|Sawdust is always created as a by-product when Wood Crafting with a branch of wood|
    [/TABLE][/INDENT]  Download here (0.4 MB Excel Spreadsheet)

    71
    Trade and Market Hall / Zug sell spell papur
    « on: March 10, 2006, 08:16:53 am »
    Zug find spell papur.  Zug no can use spell papur.  Zug find so far:

        * Expudicius Retreet
        * Bles

    You see Zug, ask Zug for spell papur.  Zug sell spell papur for munny or trade things help Zug make weapun, armur.  Mebbe Zug just give spell papur, mebbe you give Zug favur latur.  Zug give spell papurs to yung majick persons or priest persons to helpthem out.

    Zug find more spell papur?  Zug also want sell or trade.  You see Zug, talk.  Zug like talk peoples.  Zug like smash, Zug like work, Zug like trade.

    72
    Development Journals and Discussion / Zug
    « on: March 09, 2006, 09:45:20 am »
    Zug sit by fire, cook deer.

    Since talk to big wurm in sleep, Zug come to Hlint.  Zug miss muthur but Zug like smash rat, goblun, skeltun, kobold.  

    Zug buy ax made of coppur.  Ax not nice like Vorax god ax.  Zug not big hero yet.  Ax still good for smash.

    Zug smash deer, Zug get food.  Zug try fish, but Zug not have good luck.  Zug learn fish pole more good than ax to smash skeltun!

    Zug find wurk.  Zug delivur lettur for lettur man.  Zug get rat pelt for fur man.  Zug say OK to tax lady, but Zug not find book yet.  Zug not yet find spirut thing for odd grave man or neckluss for bard lady.  Zug say yes to soldyur man to get goblun ears, but Zug not find goblun scout yet.

    Zug think Hlint strange, but Zug like.  Zug hope Zug get friend to help smash rat and skeltun.  Zug write lettur at inn to look for wurk for Zug.  Zug get work, Zug get more good ax and armur.

    73
    Wild Surge Inn / Zug want wurk
    « on: March 09, 2006, 07:29:21 am »
    *A note posted to the board in sprawling, but surprisingly legible writing *

    Zug big!  Zug strong!

    Zug like smash things.  Zug smash tree, Zug get wood.  Zug smash big rock, Zug get little rock.  Zug smash goblin, Zug happy.

    You like wood, little rock?  You no big, strong like Zug?  Zug smash thing for you.  You happy.  You give Zug munny.  Zug happy.

    Zug like munny.  Munny get Zug big ax like Vorax god.  Zug like big ax.  Zug also like friend help smash rat, skeltun, goblun.

    You see Zug, ask Zug smash thing for you.

    74
    Wild Surge Inn / A note to an angry dwarf
    « on: March 03, 2006, 07:47:56 am »
    Is your wisdom as low as your beard is long?

    If you cannot control your temper, how do you ever expect to defeat Blood?  If you attack your own allies, do not your enemies laugh at you?

    If we cannot put our people's pasts aside and learn to work together, we will lose this war.  And we will deserve to.

    Signed, A peacful yet harassed Drow

    75
    General Discussion / How do I change character's description?
    « on: February 28, 2006, 08:20:43 am »
    My charatcer has the default description text for a Drow, which really isn't all that useful, nor even appropriate.  How do I change this, so that when people "examine" him, they see a more appropriate physical description?

    76
    Development Journals and Discussion / Aeoleth Ellyn - Journal
    « on: February 27, 2006, 09:23:37 am »
    Why the dragon chose me, I'll never know.  By myself I have not exactly proven to be capable of much -- even some simple rats and skeletons prove to be difficult to handle, and my attempts to slip past them have been to no avail.  At least such dangerous places are in the pleasant dark... in town, the daylight hurts my eyes.  Perhaps one day I will grow used to it, but I still prefer the night and underground places.

    Still, I have managed to explore most of the town of Hlint, and to get a taste of what things are like here on the surface.  While resting between attempts to fulfill certain tasks I have agreed to perform, I have gotten the basics of catching and cooking fish.  The simple act of being able to provide dinner for myself gives me a sense of pride I would not have imagined possible.

    For the most part, I have kept a low profile.  However, recently there was an interesting situation that I witnessed.  While I was buying healing supplies, someone ran over to the guard captain saying something about an attack by orcs!  I ran over to where the commotion was to see what was happening and if I could lend a hand.  It turns out that the talk of an attack was hyperbole -- there was a lone orc who seemed peaceful enough, but was being harassed and threatened by someone in town.  Cooler heads prevailed in the end, and bloodshed was avoided, thanks to a woman who, although stuttering, had enough command in her voice to defuse the tension.

    Afterwards, I had an interesting conversation with this woman, and someone who appeared to be a friend of hers, regarding the event.  As an outsider, I had great sympathy for the orc.  Whatever his background or heritage, he was peaceful and did not deserve the treatment he received.  I commended the lady on her ability to stop needless violence.

    I did have to hide my disgust, however, when the people in town started talking about the orc needing to apply for "citizenship" to avoid hassles in Hlint or other towns.  Why all of these pointless rules and regulations?  Isn't the fact the he was peaceful enough for him to have been left alone?  Somehow, being both new and yet another outsider, I felt that keeping my peace about this was for the best... at least for now.

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    anything