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Glim
 
PostPosted: Wed, Dec 12 2012, 17:29 PM 

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Not unless an invisible sling appearance is added to the other available sling appearances, which would take a hak change and would take actually finding such an appearance too.


 
      
mirvala-
 
PostPosted: Wed, Dec 12 2012, 17:40 PM 

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An invisible sling would be even more fun to roleplay as a chracter simply throwing rocks. :D

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Glim
 
PostPosted: Wed, Dec 12 2012, 17:43 PM 

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Shuriken.


 
      
MoshingChris
 
PostPosted: Wed, Dec 12 2012, 17:52 PM 

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Invisible weapons would be unappealing.

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Bini
 
PostPosted: Wed, Dec 12 2012, 18:22 PM 

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They already exist. :o

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CouncilofAutumn
 
PostPosted: Wed, Dec 12 2012, 18:29 PM 

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I don't actually want an invisible weapon that would be usable, I just thought it would be a good way to illustrate my character defending himself without attacking. I don't know of any other ways that can be accomplished without looking like I just really, really don't want you to have my sling.

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GreatPigeon
 
PostPosted: Wed, Dec 12 2012, 18:36 PM 

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Make the null model of a light flail on a weapon crafted by job system as a "training" weapon. So there should be no damage.

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Bini
 
PostPosted: Wed, Dec 12 2012, 18:42 PM 

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That's a neat idea. A light flail with the no damage property is more easily found in that weapon rack beside Wiltun, though.

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LetumLux
 
PostPosted: Wed, Dec 12 2012, 18:47 PM 

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As far as a I know, that No Damage property doesn't actually make a weapon do no damage. Damage from strength still applies.


 
      
Bini
 
PostPosted: Wed, Dec 12 2012, 18:51 PM 

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Hopefully Mathus is a weak biach. :P

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serbiris
 
PostPosted: Wed, Dec 12 2012, 18:53 PM 

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True, but I believe damage penalties can be applied which could reduce it to zero? However, you still end up attacking I think, and isn't that the problem?

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LetumLux
 
PostPosted: Wed, Dec 12 2012, 18:54 PM 

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Pretty much, yeah. It's too bad that there isn't a way to replicate that graphic glitch where you fire arrows out of your hand through an invisible bow, or something.

Council, just say that the sling is part of his wrist wraps! 8)


 
      
CouncilofAutumn
 
PostPosted: Wed, Dec 12 2012, 19:07 PM 

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The Light Flail thing (or any other weapon than a sling) won't work because I'm trying to make it look like he's in his martial arts stance but not attacking.

LetumLux wrote:
Council, just say that the sling is part of his wrist wraps! 8)


Yeah, I'll just say he's doing that thing from the movies where they use a length of something to catch incoming blows.

Bini wrote:
Hopefully Mathus is a weak biach. :P


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DerkDerkistan
 
PostPosted: Thu, Dec 13 2012, 6:27 AM 

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This is what Parry is for.

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Mr. Hackums
 
PostPosted: Tue, Dec 18 2012, 5:54 AM 

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Okay, so I know that a character can die from losing enough Strength (And I would presume CON) due to ability drains. Can characters die from other ability drains as well? I seem to be reading some text funny, and could use some clarification.


 
      
CouncilofAutumn
 
PostPosted: Tue, Dec 18 2012, 6:05 AM 

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Mr. Hackums wrote:
Okay, so I know that a character can die from losing enough Strength (And I would presume CON) due to ability drains. Can characters die from other ability drains as well? I seem to be reading some text funny, and could use some clarification.


In tabletop (My eternal caveat):

Strength 0 means you're too weak to move (it doesn't mean you're dead, but it could be argued that since the autonomic functions of the body are powered by muscles...).
Dexterity 0 means you're too stiff to move.
Constitution 0 means you're too dead to move.
Intelligence 0 means you can no longer think, effectively comatose.
Wisdom 0 means you can no longer cohesively interact with your surroundings, even on a basic level, effectively comatose.
Charisma 0 means you no longer desire to act, effectively comatose.

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serbiris
 
PostPosted: Tue, Dec 18 2012, 6:09 AM 

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More or less what Council said - only con damage will always result in death (but for the rest, close enough). However, undead ability drain works differently - in fact, possibly Ability Drain in general works differently. Str drain doesn't kill you except when a shadow does it. Allip wis-drain is similarly lethal. Vampires, Wights (I think), you name it. Typically when these undead drains kill, the victim rises again as an undead.

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Mr. Hackums
 
PostPosted: Tue, Dec 18 2012, 6:23 AM 

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Okay, narrowing this question some-- Does this mechanic exist in NWN? That when any ability is drained to zero, you're done? Or is this a table-top thing?


 
      
Bini
 
PostPosted: Tue, Dec 18 2012, 6:43 AM 

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I'm almost certain it does even in vanilla. It mentioned something similar to what Council described in the coil-bound manual bundled with the diamond edition, I think.

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serbiris
 
PostPosted: Tue, Dec 18 2012, 6:54 AM 

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Str drain from shadows/SD shades will result in death past a certain point, that much I know. But from what I can tell drain/damage otherwise caps at a minimum score of 3. 3 con of course is near-lethal, since having taken a scratch before then will leave you very dead. But I'm fairly sure that the P&P rules don't apply.

Shade/shadow drain looks like some sort of scriptmancy, since once the target gets down to that point they take the remainder of their HP+some as magic damage.

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Liz
 
PostPosted: Tue, Dec 18 2012, 6:57 AM 

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Yeah, NWN doesn't allow any ability score to drop below 3. Mechanical limitation of the game. What happens after that would be the same as importing any other PnP rule, I imagine.

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serbiris
 
PostPosted: Sun, Dec 23 2012, 23:42 PM 

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That telescope you get from that one quest - does it work as a spyglass? Can it be used as such for RP purposes? For that matter... can we possess such devices, they being slightly-specialised and all.

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Blue Moon
 
PostPosted: Mon, Dec 24 2012, 0:17 AM 



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If a weapon or item is mythal-crafted is it obvious that it has been when examining it? I.e are the mythals visually attached to the metal/material or would it require a spellcraft check to detect this? Or does it just seem like a highly magical item

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Liz
 
PostPosted: Mon, Dec 24 2012, 0:26 AM 

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Blue Moon wrote:
If a weapon or item is mythal-crafted is it obvious that it has been when examining it? I.e are the mythals visually attached to the metal/material or would it require a spellcraft check to detect this? Or does it just seem like a highly magical item

Jeez, I would hope they're not attached... some of those things weigh like fifty pounds. I'd hate to think a fully mythalled weapon weighs half a ton.

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Nivo
 
PostPosted: Mon, Dec 24 2012, 0:34 AM 

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Mythals are consumed in the crafting process. Any mythal'd item would be magical, per a Detect Magic spell, in accord with the nature of the mythal enchantment. (Evocation for elemental damage, transmutation for stat boosts, etc).

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wiggedi2
 
PostPosted: Mon, Dec 24 2012, 23:00 PM 

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My Question:

If I make up a document that would prove my character's former citizenship of a city in Faerun, would that be considered metagaming?

This came up when I checked out the The Commonwealth of Cordor Citizenship Examination, where you have to fill in if your character has any documents for Foreign Citizenships. That is obviously the citizenship paper you recieve in game when joining a city, but my character applies for the cordor citizenship comming direclty from a city in Faerun, so no in-game citizenship paper available, so no documents... so what do you guys think?

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Glim
 
PostPosted: Tue, Dec 25 2012, 0:20 AM 

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Na, it's totally fine to say that your character is from X city, lived there all their life and is a citizen, kinda thing. It's just things like being a noble in a city, or a councilman or something along those lines, that would be best to check with a DM first / may require a request.


 
      
Halecta
 
PostPosted: Tue, Dec 25 2012, 7:17 AM 

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You can however drop to 0 CON, it is how infestation of maggots kills


 
      
wiggedi2
 
PostPosted: Tue, Dec 25 2012, 7:43 AM 

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Glim wrote:
Na, it's totally fine to say that your character is from X city, lived there all their life and is a citizen, kinda thing. It's just things like being a noble in a city, or a councilman or something along those lines, that would be best to check with a DM first / may require a request.



Alright, thanks for the clarification. ^^

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LetumLux
 
PostPosted: Wed, Dec 26 2012, 15:58 PM 

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How do you get an Animal Companion to enter Stealth mode? I know I've done it before, but I can't for the life of me figure it out. Maybe it was in Single Player, but I swear it was on Amia. I thought it could somehow be linked to the PC entering Stealth.


 
      
Naivatkal
 
PostPosted: Wed, Dec 26 2012, 16:15 PM 

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I know with familiars you have to possess them.. maybe the same? Never played a char with a companion XD

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LetumLux
 
PostPosted: Wed, Dec 26 2012, 16:55 PM 

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It's possible (and likely) that I did it with a Familiar, rather than an Animal Companion last time - but I know that I wasn't possessing at the time.


 
      
Liz
 
PostPosted: Wed, Dec 26 2012, 16:57 PM 

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I think all your subordinates (companions, summons, familiars, whatnot) go stealth when you issue the "hide" voice command.

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LetumLux
 
PostPosted: Wed, Dec 26 2012, 17:01 PM 

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Hrm, I couldn't get that to work. Stupid cat.


 
      
wiggedi2
 
PostPosted: Thu, Dec 27 2012, 10:22 AM 

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What would you guys think about a new topic in the lore subforum: "Faerun's human ethnicities" with an overview of the average appearance and culture of the different human ethnicities of Faerun?

The subrace forum-section only covers a tiny bit of different humans and sometimes you can't find anything on the internet about their appearance, for instance I found plenty of info regarding history, culture and religion on Impiltur, but sadly nothing about their height, skintone, hair, etc. (...anyone got any ideas on that?^^')

As trivial as that may seem, I've always found it quite helpful to have an accurate picture of my character RPwise, so maybe a new thread where everyone can share their knowledge regarding the many ethnicities of Faerun wouldn't be such a bad idea...

You sort of have to be an archeologist to find stuff in the lore forum anyway, so perhaps a quick overview would be helpful to everyone? What do you guys think?

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LetumLux
 
PostPosted: Thu, Dec 27 2012, 14:38 PM 

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DO IT BEFORE I DO.


 
      
Bini
 
PostPosted: Thu, Dec 27 2012, 22:19 PM 

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Strongly ethnic humans are the coolest.

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Murex
 
PostPosted: Fri, Dec 28 2012, 15:19 PM 

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Stupid question-

Do perfect mythals still exist on Amia?

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Glim
 
PostPosted: Fri, Dec 28 2012, 17:44 PM 

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Find out IC :P


 
      
Murex
 
PostPosted: Sun, Dec 30 2012, 14:13 PM 

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Okay, I got another one.

First off, this confuses me-

Quote:
Spellcraft Skill Notes- There is a +20 cap to bonuses to saving throws. Spellcraft, the champion of Torm's Sacred Defense, and any other saving throw bonuses (such as from spells or items) count toward the +20 cap (though spellcraft only counts towards saves versus spells while other bonuses may apply to all saves). Therefore, having more than 100 spellcraft is useless for the purpose of saves versus spells (since the bonus only goes up to +20) -- and less if they have other bonuses. For example, with 20 levels of champion of Torm (which gives +10 saves), anything over 50 spellcraft will not help.


Does this mean that having an item with a bonus to saves does nothing when saving against a spell when your character allready has 100 Spellcraft? I understand that it can be used versus traps and stuff, but I'm concerned only with spells here.

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maglorine
 
PostPosted: Sun, Dec 30 2012, 15:19 PM 

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Yeah, it's a +20 cap. Wearing a ton of spellcraft gear is probably less efficient than item based saves anyway since they also works on things other than spells like Dev Crit, Traps, Supernatural Abilities, etc.

Even with ESF Spellcraft you are looking at a base of 43 plus Ability Mod so you would have to be wearing a raft full of Spellcraft gear to even approach the limit.

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Murex
 
PostPosted: Sun, Dec 30 2012, 16:26 PM 

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Okay then. Last question-

What is the highest possible DC for a spell a character can cast?

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ZoltanTheRed
 
PostPosted: Sun, Dec 30 2012, 16:37 PM 

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With just regular arcane spells? No spell like abilities? I've managed DC 40 with a level 9 spell by getting my casting stat as high as I could on a human.


 
      
Murex
 
PostPosted: Sun, Dec 30 2012, 16:51 PM 

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Caldera3 wrote:
With just regular arcane spells? No spell like abilities? I've managed DC 40 with a level 9 spell by getting my casting stat as high as I could on a human.


I think this can be higher if a subrace was chosen. Also, there are feats that can add to spell DCs, but I'm not that familliar that with them (stackable?) and I'm sure I'll miss something if I try to figure it out by myself.

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PaladinOfSune
 
PostPosted: Sun, Dec 30 2012, 17:31 PM 

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These are questions better for the build topic.

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Murex
 
PostPosted: Sun, Dec 30 2012, 23:26 PM 

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PaladinOfSune wrote:
These are questions better for the build topic.


Eh...I guess so.

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Naivatkal
 
PostPosted: Mon, Dec 31 2012, 5:39 AM 

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So, I come to you good people with this:

Elven name. God damn. I have a hard enough time with drow names. Heck, all non-human names can be a pain in the posterior!

But anyways, I'm seeking a good elven name for a Ranger/AA type. Essentially an archer-focused Ranger. Real woodsie type elven fellow, though comfortable in cities as well. He's a base elf, dexterous, and AA-heavy. I've been looking for something to emphasis the 'forest' and 'archer' qualities of his background and I have come up with: Saeruil'ash which, according to Races of the Wild it can translate to something like 'Noble archer of the woods', with the use-name Cael, for 'archer'.

Any input or thoughts? I really suck at elven names :/

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Bini
 
PostPosted: Mon, Dec 31 2012, 6:20 AM 

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Name it Nirnavir!

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serbiris
 
PostPosted: Mon, Dec 31 2012, 6:27 AM 

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Piece of advice? Don't go overboard on vowels. Think about what your syllables look like, and try to make an interesting name with as few syllables as possible. Think about how easy/hard it is to read, and to type - can it be shortened, if it's a tough one? Grouped consonants tend to work out okay. One apostrophe can be okay for giving it an elven feel but don't go overboard.

Aside from that I don't have any specific advice, except this site is a decent one for finding morphemes http://www.angelfire.com/rpg2/vortexshadow/names.html (though you've probably looked at it already). Don't be afraid to change some letters around and don't let the meaning of the word distract you - no one will think of it anyway.

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Naivatkal
 
PostPosted: Mon, Dec 31 2012, 15:17 PM 

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Hah, yeah that's the site I used XD

Yeah I was trying to keep it as simple as possible while still having that elven 'feel'. I just find it so hard to make them, I'm no good on their flowing names haha. I've considered Saeruil'ash, Saeuil'ash (which flows a bit better), Sae'ash, and even Cael'ash (the last two are simpler and rather nice).

Just so darn irritating XD

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
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