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IronAngel
 
PostPosted: Sat, Apr 17 2010, 20:41 PM 

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Considering many bards work as loyal heralds and scholars to some lord, and the classical bardic training is a rigid curriculum in several academies, the alignment restriction is stupid. But I agree with Tormak: it probably had to do with multiclassing, and some general gut-feeling of directing bards to a certain style. I'd take it with a grain of salt and not worry about it in RP too much.

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fjook
 
PostPosted: Sat, Apr 17 2010, 20:42 PM 

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I know this is an over general question, but I do think this is the right place. Does Kara Tur have Dragons the same as Faerun?

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Gers
 
PostPosted: Sat, Apr 17 2010, 22:18 PM 

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Yep, though Kara-Tur is best known for the many varieties of Lung dragons. Mist dragons and gem dragons might also be common, but I'm not sure.

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Gunz
 
PostPosted: Sun, Apr 18 2010, 0:36 AM 



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Kara-Tur Dragons are bad fucking ass! Love'em.

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Yurell
 
PostPosted: Sun, Apr 18 2010, 0:48 AM 

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fjook wrote:
I know this is an over general question, but I do think this is the right place. Does Kara Tur have Dragons the same as Faerun?


Yes, but they are in not really the same as Faerun.

Here's a post I made about twenty pages back:

Yurell wrote:
The most I could find was in Oriental Adventures (non-FR I'm afraid, but it doesn't seem to contradct anything from the Kara Tur Campaign Setting).

Basically, they're not bound to an alignment like chromatic or metallic dragons and are most often "wise and benevolent". Naturally, it also has the usual rant about how dragons are some of the most powerful creatures in existence when they age, and Lung ones grow to over 100 feet long.

I would provide more information, but there's nine pages of it and I'm studying for maths :P If you want to know more about a specific type, tell me and I'll look it up.

Here are some pretty pictures (because everyone likes pretty pictures):

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fjook
 
PostPosted: Sun, Apr 18 2010, 23:16 PM 

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I am thinking of making a request once I get 1 or 2 more DCs to play a Lizard Folk character. I realize this is a horribly monsterous character, and probable thinking of playing a low ranking non-influence member Red Tribe, so if possible could some one PM info on them?

Also General infomation on Lizard folk society would be nice info to PM me. Please?

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Mobile_Svensk
 
PostPosted: Mon, Apr 19 2010, 15:55 PM 

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Guuuyys...

Can druids summon Fire elementals? Is that bad? I was told my druid would get fallen because he summoned fire elementals... I guess that's right.
But what is the reason behind it?

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BrainSplitter
 
PostPosted: Mon, Apr 19 2010, 16:03 PM 

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Druids can summon fire elementals, as druids. However, they need to be very careful due to their nature - fire elementals emit constant heat and fire (being made of fire, afterall) - and as the summoner, the druid is responsible for any, potentially fall-worthy, collateral damage that results.

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MoshingChris
 
PostPosted: Mon, Apr 19 2010, 16:34 PM 

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fjook wrote:
I am thinking of making a request once I get 1 or 2 more DCs to play a Lizard Folk character. I realize this is a horribly monsterous character, and probable thinking of playing a low ranking non-influence member Red Tribe, so if possible could some one PM info on them?

Also General infomation on Lizard folk society would be nice info to PM me. Please?


Be cool you could make an Asabi.

Super disciplined warrior Societies, and theres actually some info on them on the net and in the MM.

They love gambling, drinking and such from what i understand.

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Dark Immolation
 
PostPosted: Mon, Apr 19 2010, 20:45 PM 

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MoshingChris wrote:
Be cool you could make an Asabi.

Super disciplined warrior Societies, and theres actually some info on them on the net and in the MM.

They love gambling, drinking and such from what i understand.


I always imagined Asabi being something like the Elites from the Halo series. 8)


 
      
BrainSplitter
 
PostPosted: Mon, Apr 19 2010, 20:49 PM 

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Wuhtwuhtwuhtwuhtwuht *Elite grunt spam*

...sorry.

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Grymia
 
PostPosted: Mon, Apr 19 2010, 20:53 PM 

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Sorry for the arguably silly question but I wanna be safe:

A spell that normally has a casting time longer then one round. If used off a scroll, does the casting time become one round?


 
      
Dark Immolation
 
PostPosted: Mon, Apr 19 2010, 21:00 PM 

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Grymia wrote:
Sorry for the arguably silly question but I wanna be safe:

A spell that normally has a casting time longer then one round. If used off a scroll, does the casting time become one round?


I'd assume if it takes 5 minutes to cast, it should at least take that long to read.

Not sure, though. Good question.


 
      
Yurell
 
PostPosted: Mon, Apr 19 2010, 23:17 PM 

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Grymia wrote:
Sorry for the arguably silly question but I wanna be safe:

A spell that normally has a casting time longer then one round. If used off a scroll, does the casting time become one round?


It's a standard action according to the DMG, regardless of what's on it.

Edit: After you've deciphered it, of course

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Gunz
 
PostPosted: Tue, Apr 20 2010, 1:56 AM 



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Very_Svensk wrote:
Guuuyys...

Can druids summon Fire elementals? Is that bad? I was told my druid would get fallen because he summoned fire elementals... I guess that's right.
But what is the reason behind it?


Fire is a part of nature. Fire itself and it's elementals are fine for a Druid to summon. But what happens if you're not careful with it is what might make you fall.

Just remember that there are consequences to all actions. Even if you think you're doing what's right, what might result from it might be very bad. Druids generally pride themselves on thinking of the long term, not in the moment.

So if a Druid, for example, decides it's a great idea to feed hungry animals in the forest and it later makes it so that the animals are dependent on people for food now, that might be something you can possibly fall for. And even if you don't fall for it, you certainly did do something that screwed up the natural order and therefore goes against what you're supposed to be standing for.

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Dark Immolation
 
PostPosted: Tue, Apr 20 2010, 18:48 PM 

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I should like to add, some druids could arguably see all elementals as an afront to nature. Yes, the elements are all a part of nature, but a manifestation of only one of them could be seen as "unnatural". In other words, in nature, you never see a single element by itself. They are always interacting, fighting, and converging. Even when you're in the middle of the ocean, there's still air touching the water and earth underneath. I recall seeing something in the description of the halberd "Water's Edge" that said there was a sect of druids that thought elementals were an affront to nature for this very reason, and so invented that type of halberd(as it has slay elemental).

And IMO, while fire may presumably be the most desrutctive of the elements(immediately at least), the other elements don't have anything to be too proud about. Water still causes floods that drown the land and animals and prevent crops from growing, Air still errodes land and knocks over trees with tornadoes, and Earth still has rockslides, mudslides and earthquakes.

Summoning an elemental is likely a high risk for a druid, no matter what type it is.


 
      
IronAngel
 
PostPosted: Tue, Apr 20 2010, 19:43 PM 

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Druids are supposed to summon elementals. That's their thing. They control the elements. I'd call shenanigans on anyone who said the typical druid shouldn't employ elementals for whatever nonsense half-assed lore reason they cooked up.

I have never seen any book state druids shouldn't use elementals, only to the contrary. Besides, there's nothing wrong about destruction, and artificially preserving some static balance in a specific biosphere is no more natural than letting destructive powers run rampant every now and then.

But yes, I can see some druids not using them like Dark Immolation said.

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TormakSaber
 
PostPosted: Tue, Apr 20 2010, 21:56 PM 

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Druids can use Fire Elementals and whoever told you you can't is a silly billy that needs to re-read Druid 101.

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Strikeclone
 
PostPosted: Wed, Apr 21 2010, 1:21 AM 

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Hello everyone I am new to this forum and new to the server and its great to be here. :)

I have been searching for answers to the following question on the webs and on this forum and I think I have managed to find part of the answer, its regarding Dwarven waraxes and the missing code, update, whatever in NWN that has left the Dwarf unable to use this racial weapon. It seems it was something that was never correctly added from the start and never corrected in any of the subsequent expansions or updates, and I understand that its not the only racial weapon to be screwed up in this fashion.
So first part of my question answered, so the second part is it possible to have a dwarven character modified on this server prehaps by a DM? To allow by some means (prehaps by giving the dwarf the exotic feat for free and the requirement that it only allows use of racial weapons) so that a dwarf can wield the waraxe without having to waste an earned feat slot.

I have a character build in mind of a Dwarf fighter/defender and it really stinks that such a basic rule of the D&D game has been added for some (elven longsword/longbow) but not for others (Dwarven waraxe and others)

Hope something can be done.

Kind regards

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Gers
 
PostPosted: Wed, Apr 21 2010, 2:05 AM 

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That would require a custom leto modification, I'd believe, as well as addition of a custom feat for racial and/or dwarven weapons. Unfortunately, there's no plans at this time to do such. And we don't do custom LETO modification like that either. Sorry. :(

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DerkDerkistan
 
PostPosted: Wed, Apr 21 2010, 18:04 PM 

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Silly question that I never thought about until it came up in game earlier:

Elves have their own set of gods, so does that mean they are exempt from the laws/domains of the human/etc gods? For example, it was said to my elf today that Kelemvor takes elves upon their death, but I would think that they have their own method of traveling to the afterlife. Which is the correct answer?

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Uncle-Opustus
 
PostPosted: Wed, Apr 21 2010, 18:17 PM 

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I don't think elves have their own god of Death, so reckon it's Kelemvor that's judging them. Dunno, I was given the impression that Kelemvor judges all creatures and puts them where they belong, but after realising Osiris does that too, I was a bit dazzled.

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IronAngel
 
PostPosted: Wed, Apr 21 2010, 19:29 PM 

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Well, I think that falls into the realm of faith. You probably don't know the answer for sure.

And either way, I doubt it's really Kelemvor who judges anything. He just handles the administrative stuff. Every god obviously has their own standards of whether they accept a worshiper into their afterlife. Kelemvor just deals with the leftovers.

I have to admit I did not check any sources for this, I've grown lazy. But this makes sense.

Realms of the Elves has a short story in which dead elves end up in the Fugue Plane and wait for a god to pick them up. They don't meet Kelemvor. However, Candlekeep scribes criticized the ending of that short story for some dubious interpretations.

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hendrack
 
PostPosted: Wed, Apr 21 2010, 19:29 PM 

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Good question. Does Osiris, Sehanine Moonbow, Urogalan, etc. take their souls from the Fugue after being judged by Kelemvor, or do they bypass that. Do elves "go West" directly to Arvandor? I always thought Kelemvor is only the judge of the human pantheon. Then again all chars go to Fugue in Amia, regardless of race.


 
      
DerkDerkistan
 
PostPosted: Wed, Apr 21 2010, 20:04 PM 

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hendrack wrote:
...Do elves "go West" directly to Arvandor?...


This is what I thought was the case.

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IronAngel
 
PostPosted: Wed, Apr 21 2010, 20:12 PM 

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That's what they believe, at least. Whether or not that's an actual physical event is irrelevant, IMO. It is not the nature of religion to tell how, but why. You ruin the mystery by poking too much into it, IMO. Purely technically speaking, there's conflicting accounts in different books, though the 3e stance seems to be for a universal Fugue Plane.

Either way, it shouldn't have any IC effect, because you wouldn't know either way. Elves know they "pass West" to Arvandor and have no reason to revere Kelemvor, whether or not they actually drop by his realm. There's some confusion with racial/regional pantheons in the Realms because certain Faerûnian deities are seemingly given control of things that affect followers of other pantheons: namely Kelemvor and Mystra, more than anyone. During Mystra's death elves could cast spells easier than humans thanks to their god of magic, Corellon, being alive. I think I read that in a novel, anyhow.

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Gunz
 
PostPosted: Thu, Apr 22 2010, 1:53 AM 



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Agreed. I think it's best that we -don't- know. We all know how it works when something is written down in a D&D book: Somewhere, someones PC knows about it for no real or good RP reason.

Some people believe Kelemvor judges all, some believe races are exempt and judged by their gods of death, some believe maybe Jergal is the true one to judge, whatever. It makes it nice and spicy. RP it how your character believe it! Let your PC believe whatever it believes, let it be convinced of whatever it's convinced of, etc.

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Dark Immolation
 
PostPosted: Mon, Apr 26 2010, 7:16 AM 

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Guulvorg

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Looks awesome as hell... but what is it? I can't find any information on them anywhere on the net, but they're in the 5th Monster Manual I believe.


 
      
TormakSaber
 
PostPosted: Mon, Apr 26 2010, 10:32 AM 

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Gulvoorgs are the result of goblin mages tampering with Worgs. They're magically altered (though the new creature bred true and is now its own species) and a bit related to Worgs. Goblins call them "War Worgs", or Gulvoorgs. They're almost twice as big as a normal Worg and waaaaaay more vicious. That's the basics of it. They're vicious, remorseless hunters and constantly toy with their prey before eating it.

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Dark Immolation
 
PostPosted: Wed, Apr 28 2010, 21:42 PM 

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Thanks. Wicked looking things, would have never guessed they were bred from worgs.

Another question, this one about magical components. I know we said a while back that mages use components on Amia, even if we don't see them or RP them, and they're negligible. But are we sure that's the case with sorcerers? I thought about this when I was looking over the Pathfinder rules for sorcs(I know they're not cannon unless otherwise stated), but it said Sorc's get the feat Eschew Materials for free at lv 1.

D&Dwiki wrote:
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.


Wouldn't that make sense to say sorc's have that on Amia as well? I mean, they cast by innate ability. And if they did need them, how would they ever "discover" their powers? No one would know they were sorcerous until they were holding some random assortment of silver wire and guano.


 
      
Wyjyn
 
PostPosted: Wed, Apr 28 2010, 22:28 PM 

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Dark Immolation wrote:
Wouldn't that make sense to say sorc's have that on Amia as well? I mean, they cast by innate ability. And if they did need them, how would they ever "discover" their powers? No one would know they were sorcerous until they were holding some random assortment of silver wire and guano.


I have been wondering exactly the same thing, very good question really.

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BrainSplitter
 
PostPosted: Wed, Apr 28 2010, 22:40 PM 

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Dark Immolation wrote:
Thanks. Wicked looking things, would have never guessed they were bred from worgs.

Another question, this one about magical components. I know we said a while back that mages use components on Amia, even if we don't see them or RP them, and they're negligible. But are we sure that's the case with sorcerers? I thought about this when I was looking over the Pathfinder rules for sorcs(I know they're not cannon unless otherwise stated), but it said Sorc's get the feat Eschew Materials for free at lv 1.

D&Dwiki wrote:
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.


Wouldn't that make sense to say sorc's have that on Amia as well? I mean, they cast by innate ability. And if they did need them, how would they ever "discover" their powers? No one would know they were sorcerous until they were holding some random assortment of silver wire and guano.


Not all spells have a material component, and at the lower levels there are plenty of such spells. There are also quite a few that have a material component that are readily available, or may even be seen -as- the magic (a sorcerer unintentionally expending a piece of wire in a spell, thus destroying it. Even if the spell fails - the component is consumed. Sorcerer then believes they can destroy wires.)

As for cantrips that a Sorcerer may cast innately, without needing a component;

Acid Splash
Detect Poison
Detect Magic
Dancing Lights
Flare
Ray of Frost
Disrupt Undead
Mage Hand
Mending
Prestigitation
Arcane Mark

Each of these Cantrips is available to a 'discovering' sorcerer without needed components. I'll draw special attention to both Prestitigitation and Mage Hand as likely 'common' first spells, due to their effects. Mage Hand is Telekenesis up to 5LB, and Prestidigitation allows you to perform minor tricks, constantly, for an hour - such as slowly lifting objects of up to 1LB, create crude, artificial objects, heat or chill 1LB of material, etc.

And remember; that feat/item doesn't ICly remove the need for spell components. It simply allows you to ignore them mechanically, due to the assumed "They're so cheap you could have 5000 of them on hand" stance.

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Yurell
 
PostPosted: Thu, Apr 29 2010, 0:20 AM 

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BrainSplitter wrote:
And remember; that feat/item doesn't ICly remove the need for spell components. It simply allows you to ignore them mechanically, due to the assumed "They're so cheap you could have 5000 of them on hand" stance.


The feat Eschew Materials does. But then again, it's not in NWN (thought I'd point it out since this is the Lore thread).

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TormakSaber
 
PostPosted: Thu, Apr 29 2010, 0:24 AM 

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All casters use materials.

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Yurell
 
PostPosted: Thu, Apr 29 2010, 0:35 AM 

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Quote:
Eschew Materials [General]

Benefit: You can cast any spell that has a material component costing 1gp or less without needing that component

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TormakSaber
 
PostPosted: Thu, Apr 29 2010, 0:39 AM 

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That wasn't the question. The question was "do sorcerors use materials?" The answer is "all casters use materials because all caster classes have spells that require materials".

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Dark Immolation
 
PostPosted: Thu, Apr 29 2010, 1:25 AM 

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BrainSplitter wrote:
Each of these Cantrips is available to a 'discovering' sorcerer without needed components. I'll draw special attention to both Prestitigitation and Mage Hand as likely 'common' first spells, due to their effects. Mage Hand is Telekenesis up to 5LB, and Prestidigitation allows you to perform minor tricks, constantly, for an hour - such as slowly lifting objects of up to 1LB, create crude, artificial objects, heat or chill 1LB of material, etc.

And remember; that feat/item doesn't ICly remove the need for spell components. It simply allows you to ignore them mechanically, due to the assumed "They're so cheap you could have 5000 of them on hand" stance.


Still, that doesn't explain how sorcerer's "discover" that they've gained new spells. They wouldn't be able to cast it until they found some weird carving or random bit of trash.

Is it some profound, RP-breaking reason Sorc's have to "have"(behind the scenes) components on Amia?


 
      
BrainSplitter
 
PostPosted: Thu, Apr 29 2010, 1:27 AM 

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Correct. Sorcerers still need to do a bit of research. It's just that they dont' need to learn much> They just need to find out the basic principles of 'spell + item = magic', and find out what they are.

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Dark Immolation
 
PostPosted: Thu, Apr 29 2010, 1:30 AM 

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So any mage becomes virtually powerless if they're completely nude...? :?


 
      
TormakSaber
 
PostPosted: Thu, Apr 29 2010, 1:32 AM 

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Well, that's wy you take Eschew Materials. But there's alwyas a way

Finger of Death for example has no component.

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Yurell
 
PostPosted: Thu, Apr 29 2010, 2:25 AM 

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Pretty much a waste of a feat unless your DM is fond of trapping you and you don't have Contingencies prepared to get out. Most DMs you just buy the pouch and never worry about components under 1 GP again. A mage that becomes completely powerless even when nude (excepting within a dead- or wild-magic zone) is either a low level or not played properly.

There are many spells that don't have components of some kind. Some have no material, some no verbal, some no somatic, some no focus, some no xp cost, some a combination of these ... with a feat like silent spell, there are even spells you can cast with no components at all (i.e. you just think and the spell is cast).

The PHB describes in each spell entry exactly what each spell requires. An example is fireball - it has somatic, verbal and material components. This means you need to be able to speak, need to e able to move (which means it is affected by arcane spell failure), and you need to have material components which are lost in the casting of the spell (in this case, a pinch of bat guano and some sulphur).

Oh, and sorry about my last, Tormak, I misunderstood your post.

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QPR
 
PostPosted: Thu, Apr 29 2010, 6:50 AM 

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So Rangers and pallies need spell components too?

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Valygar 'Stonesnake' Stark -Human Ranger
Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
Yurell
 
PostPosted: Thu, Apr 29 2010, 6:53 AM 

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Joined: 06 Jan 2008
Location: ANU, behind the coffee mug (+10 GMT)

Depends upon the spell you want to cast, but in general yes.

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TormakSaber
 
PostPosted: Thu, Apr 29 2010, 7:06 AM 

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Joined: 16 Dec 2004
Location: Somewhere

QPR wrote:
So Rangers and pallies need spell components too?



Quote:
Bless Water
Transmutation [Good]
Level: Clr 1, Pal 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Material Component

5 pounds of powdered silver (worth 25 gp).


Quote:
Darkvision
Transmutation
Level: Rgr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Darkvision can be made permanent with a permanency spell.
Material Component

Either a pinch of dried carrot or an agate.

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QPR
 
PostPosted: Thu, Apr 29 2010, 11:38 AM 

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Joined: 21 Sep 2008
Location: Norway

Interesting, this opens up a few possibilities.

Also, ia sked this earlier but got no answer: Does Ceyrens Mill on Caraigh have any sort of leading figure, and how many live there?

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"Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II

Valygar 'Stonesnake' Stark -Human Ranger
Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
Uncle-Opustus
 
PostPosted: Thu, Apr 29 2010, 15:10 PM 

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Joined: 10 Jul 2007
Location: Finland

Are there any common Lathanderan greetings? Also looking for archaic greetings, if anyone knows any.

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msheeler
 
PostPosted: Thu, Apr 29 2010, 15:21 PM 

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Joined: 17 Dec 2008
Location: eastern USA

QPR wrote:
Interesting, this opens up a few possibilities.

Also, ia sked this earlier but got no answer: Does Ceyrens Mill on Caraigh have any sort of leading figure, and how many live there?


I know of four players that live there then there is the Priest of Gond and the workers of the orchard and the Fletcher and the butcher ... that's um 13 so far if you count the three militia men :) .

I do not have a clear answer to the prior one though.. However there is militia there that seems to answer to Ceyren the founder?

But on a more serious note I would like to have more defined answers to this too.


 
      
Gunz
 
PostPosted: Thu, Apr 29 2010, 15:22 PM 



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Joined: 01 Jul 2006
Location: The City of Fallen Angels, Ca

"Why you Sun of a bitch!"
"Hey there, Sunny!"
"Bright Sun out, aye?"
"By the rays of Lathander!"
"I'm sweating balls under Lathanders light!"
ect.

:D

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Yuilith Kethil Menaiivan Garadeth


 
      
Dark Immolation
 
PostPosted: Thu, Apr 29 2010, 20:49 PM 

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Joined: 20 Apr 2008
Location: The downeaster "Alexa"

A question about Vampiric Touch(3rd level Sorc/Wiz spell), more or less for DMs.

I imagine the gist of it is that you drain the "lifeforce" of the target. Would it be believable for a user of this spell to sustain themselves nutritionally on this "lifeforce" in lue of food, if only temporarily? Would you expect it do anything to/for longevity over decades or centuries of use?


 
      
BrainSplitter
 
PostPosted: Thu, Apr 29 2010, 20:52 PM 

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Joined: 06 Apr 2005
Location: Victoria, Australia

Nada. The spell only provides life in the form as any other healing based spell, as far as the effect is concerned.

You take away the energy of your target (negative damage)
And give it to yourself, safely (positive damage)

It won't sustain you. It'll simply allow you to heal your wounds. Remember - living critters are all Positive Energy, Undead creatures are all Negative Energy, and everything else is neither. (Constructs, etc).

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