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Amarice-Elaraliel
 
PostPosted: Sun, Feb 05 2017, 7:56 AM 

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PC's: No more than any other PC. Fey curses are PnP which falls under the regular PnP rules. PCs cannot perma other PCs in general (unless the player of them wants his character to permanently die for some reason)

NPC's: no more than any other NPC (demon/devil/abberation/etc.)

A really dumb move with a demon or devil can kill you just alike. Or bring severe punishments. DMs not not perma a PC however unless he does something incredibly, overwhealmingly stupid. Which usually gives you several OOC warnings.

Cold iron is an annoyance to fey. It hurts them on touch. So simply having it, basically is just the same as showing someone the middle finger. If they touch it or it touches them it is more painful as stuck by a normal weapon and they would also not touch it.

Fey have many banes, and what they are and how severe they are depends on what fey and what host. Cold Iron they are simply vulnerable to. The mere presence however does not pain them, just the touch, or getting really really close. So they hate it, because, well what immortal being enjoys seeing something they are vulnerable to. It's basically like waving a dagger under someones nose saying "see what I have, I could cut you".

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Commie
 
PostPosted: Sun, Feb 05 2017, 8:02 AM 

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Amarice-Elaraliel wrote:
PC's: No more than any other PC. Fey curses are PnP which falls under the regular PnP rules. PCs cannot perma other PCs in general (unless the player of them wants his character to permanently die for some reason)

NPC's: no more than any other NPC (demon/devil/abberation/etc.)

A really dumb move with a demon or devil can kill you just alike. Or bring severe punishments. DMs not not perma a PC however unless he does something incredibly, overwhealmingly stupid. Which usually gives you several OOC warnings.

Cold iron is an annoyance to fey. It hurts them on touch. So simply having it, basically is just the same as showing someone the middle finger. If they touch it or it touches them it is more painful as stuck by a normal weapon and they would also not touch it.

Fey have many banes, and what they are and how severe they are depends on what fey and what host. Cold Iron they are simply vulnerable to. The mere presence however does not pain them, just the touch, or getting really really close. So they hate it, because, well what immortal being enjoys seeing something they are vulnerable to. It's basically like waving a dagger under someones nose saying "see what I have, I could cut you".


Thanks for clarifying.

Looks like a lot of PC's have been blowin smoke my way. Not that I'll act any different, it's good RP to play along, I just wanted to make sure I wasn't facing actual consequences because I piss someone off and they schedule a DM event to go to a selee court and fuck me over for it.

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Amarice-Elaraliel
 
PostPosted: Sun, Feb 05 2017, 8:05 AM 

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The courts only rarely involve themself directly with mortals. You'd need to do something grave to offend them enough to bother to deal with you directly. Like.... travel to faerie and challenge a high standing court member to a duel or insult Titania in her own realm.

Alas the same would happen to you if you pulled that stunt towards an archdemon/archdevil/archcelestial on their plane, or if you travelled to the plane of a god to pull shit there. :P


As for regular NPC curses or "punishments" that can also happen with any NPC really. Those things are temporary and are to enhance RP. Where's the fun if nothing ever has consequences you need to deal with. That is nothing fey NPC exclusive, it can happen to you with any NPC. And usually is/should be set up in a way that you can get some RP going on how to approach the issue in several manners.

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Commie
 
PostPosted: Sun, Feb 05 2017, 8:32 AM 

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Amarice-Elaraliel wrote:
The courts only rarely involve themself directly with mortals. You'd need to do something grave to offend them enough to bother to deal with you directly. Like.... travel to faerie and challenge a high standing court member to a duel or insult Titania in her own realm.

Alas the same would happen to you if you pulled that stunt towards an archdemon/archdevil/archcelestial on their plane, or if you travelled to the plane of a god to pull shit there. :P


As for regular NPC curses or "punishments" that can also happen with any NPC really. Those things are temporary and are to enhance RP. Where's the fun if nothing ever has consequences you need to deal with. That is nothing fey NPC exclusive, it can happen to you with any NPC. And usually is/should be set up in a way that you can get some RP going on how to approach the issue in several manners.


That's about what I figured I just needed to know for sure. Thanks for answering.

Note this won't change any 'fey' rp I've been doing, I just wanted to make sure "feytouched" didn't get you special powers beyond what other races get.

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Amarice-Elaraliel
 
PostPosted: Sun, Feb 05 2017, 8:47 AM 

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Nothing outside that a feytouched can attempt to learn some fey spells which then fall under the usually PnP spells. Just like a tiefling can attempt to learn some abyssal/Baator specific spells, that would then also fall under the usual PnP.

As long as the spell is not mechanically available IG.

Same goes for the "touched" making deals with the "real deal". A feytouched can attempt to get closer to the fey community by doing some work for them. Just like a tiefling can with a demon or devil in form of a pact or thug work. Or an aasimar with the celestials to do some good deeds or deeds in general for them.

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RollerToaster
 
PostPosted: Sun, Feb 05 2017, 12:30 PM 

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What exactly does the 'Craft Survival Gear' do for the Master Scout class? Looked over the forums and can't find any specifics on what it does, only that you can improve traps.


 
      
Gribbo
 
PostPosted: Sun, Feb 05 2017, 12:39 PM 



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RollerToaster wrote:
What exactly does the 'Craft Survival Gear' do for the Master Scout class? Looked over the forums and can't find any specifics on what it does, only that you can improve traps.

It let's you brew weapon buffs tear Di acid negative or sonic damage, physical stat buff potions at cl 15, grenades, and trap improvements.


It's very good


 
      
Blackjack
 
PostPosted: Mon, Feb 06 2017, 5:47 AM 



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My skin changer thinger isn't working when I summon my animal companion. She's just a regular old spider again. :< What do I do?


 
      
Kudark
 
PostPosted: Mon, Feb 06 2017, 7:40 AM 

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Blackjack wrote:
My skin changer thinger isn't working when I summon my animal companion. She's just a regular old spider again. :< What do I do?

Check and make sure that your summon options are set to the correct setting, it's in the Rest menu.

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TormakSaber
 
PostPosted: Mon, Feb 06 2017, 9:06 AM 

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Animal companion, not summon.

If you got a rebuild, it may have affected it.

If the spider companion, for whatever reasons, changes skins as it levels up, that may have affected it.

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Kamina
 
PostPosted: Mon, Feb 06 2017, 15:22 PM 

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Been made aware it was sorted, I missed something out haha

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Solvaras
 
PostPosted: Tue, Feb 07 2017, 2:48 AM 

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Other than Dragons of Faerun, are there any other good books with lore on steel dragons? Also, if one were to make a request for a steel dragon disciple, what immunity would they have? Acid to go with their breath weapon?


 
      
TormakSaber
 
PostPosted: Tue, Feb 07 2017, 4:37 AM 

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I'd say Acid, yeah.

As far as I know, outside of Dragons of Faerun and maybe Monster of Faerurn there's not much.

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Suhjet
 
PostPosted: Tue, Feb 07 2017, 4:49 AM 

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Draconomicon, but it's 2e.

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robbi320
 
PostPosted: Wed, Feb 08 2017, 13:58 PM 



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I have a few questions about the dev team:

First off, how much use would there be for someone, who does not have any experience with computers, and limited experience with use of the toolset, but is willing to learn things?
What should you be able to do, in order to be of use?
How do you apply?
What is the reason for the dev team being relatively small? Lack of interest, lack of qualified people, somthing else?

PS, if this offends someone, I'm sorry. I have a slight bias while writing this, and mainly want to have these questions answered before thinking about what to about that bias. I have poor prior experiences with things like this, and thereforeI've laways been a bit sceptical about the dev team, sorry.


 
      
Amarice-Elaraliel
 
PostPosted: Wed, Feb 08 2017, 14:04 PM 

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1. Non. Not until you have already started to learn that stuff on your own.
2. Either be good in area design, or creature balance, or scripting.
3. You send an application.
4. It is a huge time investement for no money and very little gratitude. Most leave because "I have better things to do than to use my spare time for people never being happy about what they get anyways". That combined with generally few people left who ever bothered to learn how to work the toolset or let alone, scripting.

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robbi320
 
PostPosted: Wed, Feb 08 2017, 14:14 PM 



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Ok. That does explain a few things.

Any suggestions how to learn that suff?

Edit: Actually, strik that. Forget we are on the internet. Stuff is going to be found.


 
      
Amarice-Elaraliel
 
PostPosted: Wed, Feb 08 2017, 14:29 PM 

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Depends on what you want to learn. Scripting, there's guides online. That will take you a long time to learn if you do not even know basic scripting.

Area design is mostly open the toolset and practise. Make sure you know how to align stuff so it does not float or is in the way. Fiddle around with transitions and such to place them correctly and set where they go to.

Creature balance is a bit harder again and requires you to have quite a bit of experience with the game to know what stats you can put on what level.

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OpenTheRift
 
PostPosted: Wed, Feb 08 2017, 14:47 PM 

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Area design is a lot of fun too, almost addictive if you like sim builders.

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OpenTheRift
 
PostPosted: Wed, Feb 08 2017, 14:58 PM 

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Is there any reward for dev area design? DCs, etc? How are design tasks delegated or chosen over others?

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walnutboy
 
PostPosted: Wed, Feb 08 2017, 15:03 PM 

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Is there a babies crib placeable in the toolset? I refrain from calling it a cot as in England a cpt is a babies bed though for most such is what we call a camping bed! heh

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corypx
 
PostPosted: Wed, Feb 08 2017, 15:27 PM 

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OpenTheRift wrote:
Is there any reward for dev area design? DCs, etc? How are design tasks delegated or chosen over others?


I always thought it would be neat if DMs have preapproved builders who were not necessarily staff/dev but had the amia toolset builder so they could make changes and IC roll played a architect/designer, so the changes would still have to be given a thumbs up by DMs and resources...ect paid for but then you could IC pay the map makers for their work and it all be IC.

Think of kind of like a advanced Copper industries run by Zelly ((Jes)) I don't know if she does/did map work, but lets for argument say she did, she IC could be a contractor as she IC/OOC would have the guild lines for how much job system stuff would be needed for what
Quote:
1 tile interior
- 2 batches of granite (or sandstone/brick/wood, depending on model)
- 1 batch of marble (stone floor) or wooden planks (wooden floor)
- 1 batch of iron or bronze
- 1 piece of furniture (chairs, benches, carpets) for every 3 PLCs of the same kind.


You get the basic idea, but all the map stuff could be IC and she could offer trades....ect as IC/OOC people wanting her service would still need granite...ect she could make deals with people to buy it or offer a trade such instead of being paid 2 million gold as a fee you give her 300 granite ad 1mil gold or something as she could then use the resources on her next job...ect

It could allow people who love doing map work to do it all IC and get paid for it so on top of it bring more RP aspects to it so they get to RP as they work and involve the players more with the building/altering of the map, it could speed up the backlog a bit and for people who are like but they might not work with evil people... DMs could always have them set up as a pure neutral group and them not care or they would work out some of the stuff I'm sure.

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Commie
 
PostPosted: Wed, Feb 08 2017, 15:49 PM 

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Pretty sure they don't let people build areas for themselves/their friends.

The two have to be totally separate. You can't make an area for people you pal around with.

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Kamina
 
PostPosted: Wed, Feb 08 2017, 16:09 PM 

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OpenTheRift wrote:
Is there any reward for dev area design? DCs, etc? How are design tasks delegated or chosen over others?

We have payment methods for our Devs, yes.

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Maverick00053
 
PostPosted: Wed, Feb 08 2017, 16:14 PM 

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OpenTheRift wrote:
Is there any reward for dev area design? DCs, etc? How are design tasks delegated or chosen over others?


The tasks are fairly free flow. If you are free and we have something you can tackle it.

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serbiris
 
PostPosted: Wed, Feb 08 2017, 18:22 PM 

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Amarice-Elaraliel wrote:
DMs not not perma a PC however unless he does something incredibly, overwhealmingly stupid. Which usually gives you several OOC warnings.


This is news to me and not at all reflective of my experiences.

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TormakSaber
 
PostPosted: Thu, Feb 09 2017, 0:41 AM 

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Speaking as a past DM who came in with no prior knowledge of the situation except what I had to learn as I came back in, I think you are purposefully misrepresenting the situations that occurred.

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serbiris
 
PostPosted: Thu, Feb 09 2017, 5:16 AM 

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I'm really touched by your faith in my integrity, Tormak. I will suggest that perhaps the situation was never properly presented to you in the first place. Maybe unintentionally, as a result of miscommunication. It would certainly fit in with some things that were said to me, which seemed out of place at the time.

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NAUX
 
PostPosted: Thu, Feb 09 2017, 8:28 AM 

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So I understand how damage resistance and damage reduction work in NWN, but one thing I've never really been clear on is how much resistance one needs to meet different damage thresholds, particularly in application to Amia.

For example /5 slashing resist. I know that this is a straight -5 slashing damage done from each hit by the attacker, and the higher is simply better, but there is no sort of minimum threshold that /5 slashing protects you from. If you looked at /5 magic resist on the other hand, that has the potential to stop most of each magic missile hit from the spell. I'm also aware that /5 magic resist was made less available for the very reason that it pretty much nullified magic missile.

What I'd like to get an idea of is how much of each resistance is required to meet a similar threshold to withstand other spells in a similar fashion to magic missile (Firebrand, Melf's Arrow, etc). Since the Djinn offers items with generally /10 resistance on them, and I consider those items to be pretty up there, /10 must obviously be considered pretty substantial, with /20 being overkill (but great if you can get it).

The reason I'm interested to know is that I've never geared to be resistant to damage types before, but I find myself at the point where I'm trying to identify if I should sacrifice stats to commit to wearing items with /15 or higher resistances, or if /10 or even /5 would be sufficient.

Thanks!

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- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
Commie
 
PostPosted: Thu, Feb 09 2017, 10:11 AM 

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What PC's have the authority to 'get the guards' if no laws/rules are being broken?

Do I have to acknowledge this kind of 'threat' or whatever ooc? I had to leave a discussion earlier then I would have liked because of repeated threats to 'get the guards' due to an IC argument. I didn't know if OOC this was legit, so rather then get into an argument then and there (im not breaking any laws, also who are you to order these guards?) so I just left.

If it's in a town where the PC in question has no position of authority, can they 'get the guards' with no DM's on? What should I do in this situation? Do I have to 'do' anything?

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DukeDublin
 
PostPosted: Thu, Feb 09 2017, 11:11 AM 

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NAUX wrote:
So I understand how damage resistance and damage reduction work in NWN, but one thing I've never really been clear on is how much resistance one needs to meet different damage thresholds, particularly in application to Amia.

For example /5 slashing resist. I know that this is a straight -5 slashing damage done from each hit by the attacker, and the higher is simply better, but there is no sort of minimum threshold that /5 slashing protects you from. If you looked at /5 magic resist on the other hand, that has the potential to stop most of each magic missile hit from the spell. I'm also aware that /5 magic resist was made less available for the very reason that it pretty much nullified magic missile.

What I'd like to get an idea of is how much of each resistance is required to meet a similar threshold to withstand other spells in a similar fashion to magic missile (Firebrand, Melf's Arrow, etc). Since the Djinn offers items with generally /10 resistance on them, and I consider those items to be pretty up there, /10 must obviously be considered pretty substantial, with /20 being overkill (but great if you can get it).

The reason I'm interested to know is that I've never geared to be resistant to damage types before, but I find myself at the point where I'm trying to identify if I should sacrifice stats to commit to wearing items with /15 or higher resistances, or if /10 or even /5 would be sufficient.

Thanks!


Item requests generally reach 1d10 elemental for one handers so a 10/- is the baseline for elemental resistance quality. Twohanders and certain small weapons can go higher so 15/- will protect you from those kinds of epic weaponry & high caster level Flame Weapon.

Fire/Cold - Typical PvE damage types
Lightning - Traps or sources with Reflex Checks
Acid/Sonic - The Ring of Power PvP avoidance types. Almost always works to pass PvE resistances, Acid is frequent in certain PvE areas.
Magic/Divine - No resistances to these anymore.
Positive - Only one source of resistance, Djinns Yin & Yang amulet. Has been placed on DC items before as a damage type so consider grabbing one.
Negative - Similar to Acid/Sonic. Bubblies and most evil restricted items offer defence against it.

Against spells you want to find Immunity if you are considering Epic Mages/PvE spell damage. Fire and Cold have easy access 50%, with other types available from your local flavour of cleric domain prayer. 15/- is the sane value to reach towards if you have a low hp pool.

I mentioned Ring of Power before, it is an absolutely filthy item.

15/- Fire
15/- Cold
15/- Lightning
& additional goodies...

Many Sureforged/Epic Loot weapons are a mix of physical damage types, here's an example:

Epic Handaxe
1d6 + 5 Slashing
1d10 Bludgeoning
+
1d12 Fire/Cold/Lightning Flame Weapon
or...
1d10 Acid/Sonic/Negative Master Scout Essence

This is why it is important to have multiple sources of physical resistance items, as you effectively can reach the same as a 10/- against these. Certain weapons also choose between your resistances (creature weapons most notably). If you were knowledgable enough, you could have an equipment set ready to fight each example of an epic quality physical weapon just by glancing at the type. Soak is generally useless against players but +4 Soak is servicable in some Epic PvE.

Edit: Soak should reduce physical spells like Blade Barrier with any quality (I think) with the highest soak I've seen 15 or 20.

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Last edited by DukeDublin on Thu, Feb 09 2017, 19:14 PM, edited 1 time in total.

 
      
TormakSaber
 
PostPosted: Thu, Feb 09 2017, 11:38 AM 

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1: No one is going to have a weapon tat does all of bonus physical damage, 1d12 elemental and 1d10 of another elemental.

2: additional physical damage is the type of the weapon's base, regardless of the property's actual damage.

3: Weapons don't 'choose between your resistances', rather, weapons with multiple damage types force you to have resistance to all damage types present on a weapon in order to resist it, so a weapon with all three physical damage types will require you to have at leats 5/- to all three of piercing, slashing, and bludgeoning to resist it, and if you're vulnerable to any single one of them, you'll take extra damage.

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Opustus
 
PostPosted: Thu, Feb 09 2017, 11:39 AM 

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In gearing, remember that 10/- is only one mythal slot, 15/- is two, and for some reason, 20/- is four.

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NAUX
 
PostPosted: Thu, Feb 09 2017, 12:59 PM 

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Thanks for such a detailed post DukeDublin, and thanks to Tormak and Opustus for the corrections and additional info.

I'm gearing resistances alongside pretty reasonable saves, high HP, DWD 9/- DR and EDR 3. So, based on your explanation, I believe I will continue with the intent on gearing towards having a minimum of /10 to every resistance type (excluding magic and divine) equipped at all times (even if its overkill/unnecessary for most situations), since it still allows for more important stats to be taken. For example I can achieve a pretty broad coverage, with acceptable stats by simply having the following items from the Djinn:

Amulet of Yin and Yang (/10 - Pos, Neg)
Gloves of Elemental Resistance (/10 - Cold, Fire, Acid, Lightning)
+5 Shield with Mythalled /10 Sonic
Stoneshield Armour (/5 Slash, Pierce, Bludgeon)

Without taking this in to the realms of the "Fishing Thread", the need for such a wide coverage of resistances is mostly for RP flavor, but also to mechanically have good resistance coverage and be ready for anything IC (especially when dealing with experimental ordnance).

I'll try and bag /15 on more common damage types eventually when DC's are not like Ambrosia to me, as upgrades will likely require requests on some of the items. At least I know that /15 should help counter more of the higher tier challenges, so its a goal to work towards.

Thanks again!

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The inspiration behind the character:
- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
Terallis
 
PostPosted: Thu, Feb 09 2017, 18:57 PM 

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Commie wrote:
What PC's have the authority to 'get the guards' if no laws/rules are being broken?

Do I have to acknowledge this kind of 'threat' or whatever ooc? I had to leave a discussion earlier then I would have liked because of repeated threats to 'get the guards' due to an IC argument. I didn't know if OOC this was legit, so rather then get into an argument then and there (im not breaking any laws, also who are you to order these guards?) so I just left.

If it's in a town where the PC in question has no position of authority, can they 'get the guards' with no DM's on? What should I do in this situation? Do I have to 'do' anything?


The thing with this is that calling the guards is a valid IC thing for the character to do. Additionally, when it comes to things that go against the laws of a town or city, and there are actual guards everywhere, it's considered metagaming to do such to begin with. As a whole, it wouldn't really matter if a DM is on or not. If someone is ignoring the NPC guards in the heart of a town or city, by doing something like challenging violence through harrassment, it's considered metagaming the guards. So in the case of last night, the IC comment was something the character would do, but also served as a reminder that there are guards around. :)

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Commie
 
PostPosted: Thu, Feb 09 2017, 19:07 PM 

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I wasn't going to fight him in town and didn't have weapons out. He called me a thief and im blatantly a tempurian. That's really honor insulting and tempurians tend to be protective/defensive of honor; he also did it behind my back.

All I was doing was asking him to either stop calling me a thief, or come out front for an honor duel. That's not breaking any city rules.

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Terallis
 
PostPosted: Thu, Feb 09 2017, 19:19 PM 

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Commie wrote:
I wasn't going to fight him in town and didn't have weapons out. He called me a thief and im blatantly a tempurian. That's really honor insulting and tempurians tend to be protective/defensive of honor; he also did it behind my back.

All I was doing was asking him to either stop calling me a thief, or come out front for an honor duel. That's not breaking any city rules.


That's fair. It was more the harassment, though, in any case. Frequently following and harassing the character to do that, even when he tells you to go away multiple times. I know that is something against Cordor law, even if it's something minor. Not that anything would come of it, but guards would very likely break that up, much like other heated arguments. But even so, calling the guards was still an action made IC as a realistic thing the character would do, given the situation. It was a monstrous race openly harassing a human for a fight, in the heart of Cordor, after all.

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Commie
 
PostPosted: Thu, Feb 09 2017, 19:20 PM 

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yeah that's fair.

and my cordor thing broke at some point.

viewtopic.php?f=154&t=88414

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Commie
 
PostPosted: Thu, Feb 09 2017, 22:33 PM 

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what chest slot or whatever is it that the 'beastman champion' uses?

http://i.imgur.com/Cy1Kkze.jpg

i'd like to get it on my gnoll character if it's a base torso replacement or an armor thing.

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Kamina
 
PostPosted: Thu, Feb 09 2017, 23:06 PM 

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Unless someone else does I'll check out the NPC for you in a couple of hours!

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Commie
 
PostPosted: Thu, Feb 09 2017, 23:22 PM 

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also i know you can dye hair, but dunbak's is tied to skin color so i can't change it myself.

if this torso is possible (dunbak uses cloth) i might ask for a skin color change if that's cool. the reason I didn't use brown or more normal colors when I made him initially was because he still used the 'human' torso and it looked really odd as a brown. but this would fix that odv.

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Kamina
 
PostPosted: Fri, Feb 10 2017, 1:11 AM 

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And the answer is..................


They're wearing nothing on the chest!

It is in fact Chest 215!

If you want it for your Gnoll, feel free to chuck in a Leto request (which you may as well do at the same time as a skin colour change request!)

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Commie
 
PostPosted: Fri, Feb 10 2017, 1:23 AM 

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sick.

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PassionateShadow
 
PostPosted: Fri, Feb 10 2017, 5:20 AM 

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Wild shape: Amiahttp://www.amiaworld.net/phpBB3/viewtopic.php?f=112&t=56068
True Seeing:
It functions per PnP, with these Amia specific additions and alterations:

Various special DM granted subraces have un-pierceable disguises, such as Dragons, Fey'ri, and others at our discretion.
Assassins' Alter Self [per DC requests] - one "Alter Ego" is un-pierceable by True Sight. This must be maintained and cannot be changed at a whim.
Druids' and Shifters' Wildshape, Elemental Shape, Greater Wildshapes, all feat-granted forms, and Thousand Faces are un-pierceable by True Sight.

Wild Shape SRDSrd Info from http://www.d20srd.org/srd/classes/druid.htm#wildShape



Wild Shape (Su)

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Alternate form SRD infoAlternate form SRD info

http://www.d20srd.org/srd/specialAbilit ... ernateForm

Alternate Form

A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:



My question is- Why is this different on Amia? I feel this is a misconception. IMO I feel that only Shifters should be allowed the privilege to 'shift' in to non true see-able forms. IMO it is what would make the class actually 'unique' in a sense of rp. I feel that Druids already have quite a few neat things and I think true sight 'immunity' should be restricted to shifters. But yeah the crux of my question is why it was made different for Druids in specific. Is there a reason?

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TormakSaber
 
PostPosted: Fri, Feb 10 2017, 6:13 AM 

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Because that's how it works on Amia. With the prevalence of True Sight existing on simple items everywhere, the classes for whom shapeshifting is a core class feature aren't really functional on an RP level if everyone can negate them with an item easily found in the lootbin and stacked. It allows Druids to maintain their existence as masters of nature and the wild, a niche separate from both clerics and arcane casters, and offers them an avenue of RP not found in other classes.

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PassionateShadow
 
PostPosted: Fri, Feb 10 2017, 6:16 AM 

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Thanks for the explanation!

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Dark Immolation
 
PostPosted: Fri, Feb 10 2017, 7:10 AM 

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I'm still heavily in the opinion that we should rewrite our current lore to where True Seeing(the spell, mainly) does not "pierce" any shape changes.

Reason being, Divination(True Seeing) already completely trumps the Illusion School, which includes things like Glamors that would make someone visibly different from what really are. It doesn't need to beat yet another school. What's more is that it doesn't make sense as to how True Seeing alerts you to a person's true form.

If someone Polymorphs into a Troll, they've physically changed their body to that of a troll's. There's no original form suspended within the troll's body. Yet, that's apparently what you'd see under True Seeing. Divination would be, in a sense, showing you something that wasn't really there... Taking it in the other direction, as I've said in the past, what if someone shifts down into a Faerie and hides in a tea cup? Would you, under True Seeing, see some ghostly nimbus of a man sitting on your dining room table, though you could not see the Faerie he now is hiding from sight? What if he's out in the open, do you see some halo around him that clearly and definitely shows his real form? Either way, Divination is sort of overstepping its bounds. Divination shows the truth. And the truth of the moment is that, physically, it is a Troll's/Faerie's/Dragon's/Golem's body you are now looking at. Perhaps True Seeing could and should tell you that someone or something was polymorphed--that's just basically Analyze Dweomer or some beefed up Detect Magic--but "revealing" something that doesn't actually exist has never made sense. Druids/Shifters could still be unique in that maybe they don't ping at all as polymorphed when observed, but revealing "true forms" is pretty metagamey, even for a school that, ideally, is a form of legal and IC metagaming :lol:.

As far as True Sight the creature ability, it really doesn't matter if it's revealed. Anything with senses high enough to warrant True Seeing could easily pick up on any number of other queues to something being off. Well, there's a Blue Dragon standing in the middle of Bendir Dale, but he doesn't smell like sand... Doesn't smell like ocean water, so he didn't fly here... no residual aura of Conjuration, so it didn't teleport... and a constant aura of Transmutati-Oh, it's someone polymorphed into a Blue Dragon, cool.

True Seeing lore is dumb, and it's stupid, and I hate it. /latenightrant

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Richard_Edmund
 
PostPosted: Fri, Feb 10 2017, 19:25 PM 

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Does Ruathym have a native tongue, or do they use illuskan? And what is their language based on?

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Kudark
 
PostPosted: Fri, Feb 10 2017, 19:45 PM 

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Richard_Edmund wrote:
Does Ruathym have a native tongue, or do they use illuskan? And what is their language based on?

Ruathym does have a native tongue, and I believe it's based off ancient Norse? Or something similar perhaps.

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bobofwestoregonusa
 
PostPosted: Fri, Feb 10 2017, 20:38 PM 

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FR Wiki wrote:
The Ruathen had their own language, which was a dialect of Illuskan,[13] although most spoke Common. Dock-alfar meant dark elf.[14] Hamfriggan (literally "shapestrong") referred to the shapeshifters of Ruathym.[15]


Citation!

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