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Messages - InsectPlague

#1
Suggestions / Steward Ark Theme
November 27, 2017, 10:49:43 AM
Can power attack be removed from the first and second circle of ark theme summons? Their AB is only +5, and they always turn on power attack, which pushes their AB to a woppin +0, meaning they never hit anything
#2
General Discussion /
November 27, 2017, 09:19:48 AM
Also people! They are taking suggestions on almost any kind of improvement in the new EE of NwN, if there's any functions, things you'd like to see, don't hesitate to make an account and leave your suggestions here: https://forums.beamdog.com/categories/nwn-general-discussions
#3
General Discussion /
November 27, 2017, 08:51:40 AM
I totally support this, this is a NWN fans dream come true, this could potentially revive the game in ways we haven't seen in forever, more players, better systems, better graphics. I'm all for it, and will happily scrape together the cash to pay for the CD key- and if one of you can't afford it, and no one else can get you for a copy, I swear, by all that i am capable of, no matter what I have to do, I will find the funds to get you a key, I'll sell some old games if I have to, I'd love to see us all together in this, and I don't want to see a single player lost due to being unable to afford it. This community is great, and i'm sure we all have eachother's backs. I'm pre-ordering it myself.

And as mentioned, if this alleviates the amount of things hardcoded in the original game, then this is possibly one of the best things to happen to the ability to create custom content. Ever. Let's do this
#4
Suggestions /
November 24, 2017, 05:05:27 AM
Literally even with the fire damage and magic damage the only way to make these summons effective was to pour all of your spellslots with GSF: conj into them to summon as many as possible, this theme was near terrible to begin with, now its just plain near useless. Insects theme is unique, it has some definite perks that make it nice, but compared to other themes you can't just summon a few and be good as a summoner, you have to really swarm as many as you can, and when you do, its quite effective, but far from overpowered. Please make insects theme viable again.
#5
Suggestions / Insect Summons
November 24, 2017, 04:57:21 AM
This is a little soon, but can we please have the fire damage added back to insects, because as it stands, every benefit they have, other select themes have and then some, not to mention insects damage was horrible to begin with making magic fang a necessity to make them work, now insect theme is pointless without it, and those who have it, do pretty much 1 damage to various spawns, when with the fire damage you could at least do 2 points (wow, that's a lot, i know)

If they can't have the fire damage, can we please add see invis to them, as a swarm of insects have other sensory means than just sight. Or perhaps, remove the -3 to damage they do, since they do a wopping total of 1-3 -3, the higher tiers of insects being the only useful ones with higher base damage, and even then, compared to other themes this theme is completely under-powered. I'm not even sure why the fire damage got removed in the first place, as the argument of magic is null when you look at other themes a druid could have and then they do much more (like fire elementals with their combust effect) and you can throw magic fang on them. As a summoner, removing the fire damage just made me near useless with my only source of real strength being a caster focused druid. That fire damage I relied on pretty heavily when  combined with magic fang to be effective at all
#6
Suggestions /
November 22, 2017, 08:51:14 PM
Some of these obviously self-serving currently, but

Spell Changes:

Magic Fang: SF Conjuration grants a bonus of 5 temp hp along with other bonuses for the duration of the spell, GSF Conjuration grants a total bonus of 10

Greater Magic Fang: GSF Conjuration makes greater magic fang effect all summons and companions rather than a few

Awaken: GSF Conjuration applies awaken to all summoned creatures, this will instantly dispel any magic fang or greater magic fang active on the summons

New Spells:

Spellblade:
Wiz 2/Sorc 2
Components: V,S
Casting Time: 1 Standard Action
Range: Self Only
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No

This spell creates a shimmering magical aura around the casters weapon granting it an additional 1 magic damage per 3 levels of the caster, this stacks with flame weapon/darkfire, if weapon already possesses magic damage, the damage stacks

Fury Of The Elements:
Druid 5
Components: V,S
Casting Time: 1 Standard Action
Range: Target Area
Target: Targeted Location
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: None

Casting this spell summons a 3rd tier fire, air, water, and earth elemental in the area under the control of the druid, no other summoning spells can be active at the time, and summoning any other creatures results in the desummoning of all four elementals.


Insect Polymorph:
Druid 4
Components:V,S
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: None

Casting this spell turns the caster into a swarm of either deep midges, maggots, or a large hellwasp swarm for the duration of the spell

Prismatic Ray:
Wiz 5/Sorc 5
Casting Time: 1 Standard Action
Range: Target
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes

Target is hit with a d2 rays

-20 fire damage (reflex)
-20 Acid Damage (Reflex)
-20 Electrical Damage (Reflex)
-Struck With Phase Spider Venom (Fortitude)
-Paralyzed For 5 Rounds (Fortitude)
-Confused for 5 rounds (Will Save)
-40 Negative Damage (Fortitude)


Mass Bulls/Grace/Endurance:
Druid 4/Wiz 4/Sorc 4/Cleric 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Self
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No (Harmless)

Everyone in the area of effect gains 1d4+1 in stat of spell for the duration of the spell, the spell can effect up to 1 creature per level. Unnaffected by SF and GSF: Transmutation, Transmutation specialized wizards get the best of 2 rolls

Mass See Invisibility:
Wiz 4/Sorc 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No

Everyone in the area of effect gains see invisibility for the duration of the spell, this spell can effect up to 1 creature per level. Adjusted for SF and GSF Divination

Pierce The Fog:
Druid 4
Casting Time: 1 Standard Action
Range: Large Area Of Effect
Target: Centered On Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No

Everything in the area of effect gains see invisibility, darkvision,and a +2 to search and spot for the duration of the spell, 1 creature per level can be affected by the spell. Unaffected by SF or GSF Divination.





Create Summon Focus:
Druid 3/Wiz 3/Sorc 3/Cleric 3
Components: V,S
Casting Time: 1 Standard Action
Range: Self
Target: Self
Duration: 1 turn/level
Saving Throw: None
Spell Resistance: No (Harmless)

This spell creates a focus stone which while in the possession of the caster grants an additional 100 summoning points to their summoning pool, upon exhaustion of the spell, the focus disappears

 
#7
Suggestions /
November 22, 2017, 08:01:24 PM
Could we also finally make troglodytes a 2-man quest, instead of a 3-man minimum quest
#8
Suggestions /
November 20, 2017, 04:09:12 AM
Can we please have the take limits of the druid patrols increased or removed entirely? This is sometimes the only reliable source of xp a druid can get due to lower amounts of players often being in nature, and certainly not always getting along with fellow druids or wildling players. Since Maughe the beastmans xp give for turning in wild animals appears to have been decreased so that is no longer a worthwhile source of xp beyond the gear you can get, or being really really low level.
#9
Suggestions /
November 20, 2017, 03:19:00 AM
Just as a side note please dont make this quest harder than it already is, just because the minority of people can bash through it with ease, there are many of us who struggle to beat this quest >_>
#10
Suggestions /
November 18, 2017, 11:02:11 AM
Dark shadows, it is possible to do without DM oversight if the spawns in the grove are made friendly to only the druid itself, or others marked as friends of the grove, but thats a lot of extra scripting, might be simpler just to require DM oversight, however if a DM were willing to put in the scripting work, i could see it being perfectly doable without DM oversight for any attacks.

As to what you are saying Kinslayer, I like your idea too, and would be delighted personally to see something like that, maybe mark certain area's as potential druid groves and make it so the spawns in the area grow increasingly deadly as the druid grows the power of his grove, make them claimable and once claimed all creatures in that grove are friendly towards the person who claimed it, and make the area itself give bonuses like the old withered barbarian perk did on withered lands, the bonuses growing with the strength of the grove. Though i do think there should be ley ritual sites in these groves, not only because they can make for some cool rp, but also because there are indeed many who would like to attack these rituals and it can lead to some interesting conflict.

My suggestion was going off the lair system, but if you could just adjust existing area's to function as groves, and put in a system that would be cool, maybe add a few new flavorful area's that serve as groves as well, would be nice to see groves available that can accommodate a nice variety of flavors of druids.

A few area suggestions if that were the case?

foul hallows as one, centered on the moldmire of course, webbed caverns as another, hidden pond as one, the center being the cave. Rotlands, shroomstalk forest, plenty of potential. That would be pretty awesome to see, druids who claim these area's actually being able to increase the danger of them to non-druids or non-friendlies to the grove, as well as getting bonuses while in the area's encompassed around the grove.
#11
Suggestions / Druid Groves
November 18, 2017, 02:56:42 AM
Alright, so I was thinking today, and I've always really liked the lair system, and I always thought that Druids could use a method to establish "groves" in their area's they are guardians of, but that these groves and lairs would be immensely simplified versions of the normal lairs system that work a lot more simply and yet allow for some interesting benefits.

Simply each grove would have such:

-Different themed groves for different types of druids, some suggestions I have are: Bestial/Underdark, Generic four elements/elemental, wilderness/plantlife, insects/spider/beetle. Rot already exists as an advanced lair. Doesn't have to be a huge variety in the beginning, and each of the groves can encompass multiple types of druids under a certain subtype, such as the four elements one showing examples of the four elements so any elemental type of druid could use it, ect.

-Ley ritual initiator with rewards based on the theme of the grove

-Grove heart, the heart of the grove which can be fed all those resources you find everywhere to increase the level of the grove and give minor xp rewards for contributions

-Weaker gaurdians and less numerous than typical lairs, perhaps only four gaurdians that are themed to the lair, more for fluff than actual defense, as defending the grove will be mostly up to the druid and his allies

-3 Levels like most lairs, however, increases in level don't increase the size or appearance of the grove, this is to save time in having to develop tiers, keeping this simple, instead level ups in the grove will allow more interesting themed rewards from the ley ritual, the grove itself should be relatively small

-no storage, no buffbot npcs, MAYBE a healing crystal if the DM's feel generous, free resting typically that still consumes food. the grove is the druids home after all.

-Can still be destroyed by raiders forcing a start-over and opening up an interesting option to enemies of nature.

I was thinking the tiers should allow as such:

Tier 1: Ley Ritual can be used to summon a moderately strong themed gaurdian to the lair that acts as a henchmen, can be used to cast a full restoration on self, or minor trinket reward

Tier 2: Ley Ritual can now be used to summon a themed creature that can be AE'd and is otherwise neutral, and can be trained as a unique animal companion with a level requirement of 8.

Tier 3: Having nurtured your grove, and the ley in the area to such heights, your ley ritual now has the power to create unique themed trinkets and equipment strong in the ley that lasts until a reset has occured.


I was thinking this could replace all current ley rituals, and allow an awesome opportunity for druids to establish actual groves in their area's of choice

I tried to keep this easy to design especially in the terms of not having to design an entire new area for each tier, along with making it lack the great benefits of buffbots and storage that most lairs have. And if someone wants to simplify it further by all means go ahead, these are just my idea's, I know it has some nice benefits but establishing a grove should come with some benefits i think.

I also think this option should only be made available to stewards, or exceptional druids who have shown they wish to remain separate from the stewards and yet still prosper.
#12
Suggestions /
November 17, 2017, 01:14:34 PM
One last Druid kit idea!

Pack Leader:  Druid Kit

It's in your blood, you were born to lead your fellow animals into unity that would leave you all invincible. You have the blood of the beast in you, your soul is that of a animal reborn into intelligence and cunning, and the spirits of your ancestors run alongside you strengthening the pack, strengthening you.

--All bonuses granted only last as long as you are wildshaped, and only activate when wildshaped--


Level 1- Choose an animal past at the beginning of choosing this kit, available pasts: Wolf, Bear, Feline. Depending on your chosen animal, you now get 1 animal companion per modifier of base charisma scaled by levels for maximum. (2/3, 3/6, 4/9) your animal companions now being spiritual versions of your past animal, your animal ancestors, they are moderately strong, however, for every companion, you now gain +1 AB, +1 AC, and +10 (or 5) Temp Hp per companion you have with you, stacking on top of any other bonuses to yourself and to your companions lasting as long as the temp hp is still up, this ability only activates when you are in a wildshape of the same animal as your past.

Level 5- You can now Animal empathy 1 additional animal as long as the additional animal is of the same type as your past animal (cave prowlers for feline, worgs/deep wounds for wolf, cave bears for bear) per 5 levels (2/5,3/10) and for every animal of your type you have animal empathied, you and your pack, including companions and the animal empathied animals gain +1 damage, the ability only activating when you are in a wildshape of the same animal type, the bonus only lasting as long as the companion temp hp.

Level 8- The favor of extra consideration for powerful shapes of your past animal (Cave Bear-Bear, Ymphian Saber Tiger-Feline, Black Wolf-Wolf) not gaurenteed the shape, but functions as a boon to the rp consideration, an app must still be passed however.
#13
Suggestions /
November 17, 2017, 09:23:25 AM
A few alternate druid kit idea's!

Hivemaster: Druid Kit

While you are a druid who upholds the balance, your connection to insect-kind and vermin has always been very strong, where others found companions and home among the many animals of the wilds, you instead found kinship in the crawling, buzzing, and creeping insect life of the world, your connection to them has granted you additional powers in working in balance among them.

Level 1-Chosen at level 1, swarms of insects or spiders (beginning choice) now gather to the hivemaster, their strength dependent on level (Basically like maiden of woe, except with insect summon theme or spiders summon theme)

Level 5-The Hivemaster may now use animal empathy on all spiders and insect spawns (Midges, Hellwasps, beetles of all kinds, ect.) , however checks made to animal empathy non-vermin suffer a -5 penalty, Spiders of all variants are now also trainable as a animal companion.

Level 8-The Hivemaster gains access to a deadly wildshape form, a swarm of deep midges (Alternatively, Hivemaster gains stronger swarms of insects or spiders that are drawn to him, and in higher quantities)



Beastmaster: Druid Kit

Your connection with beast-kind was always strong, from the beginning of your oaths you've always been adept at calming and taming the beasts of the land, your instincts stronger and more feral, you are a master of either taming the feral hearts of the wild, or working so close in attunement, they recognize you as one of their own.

Level 1- +2 to Animal Empathy, Access to a special resource permitting unique and slightly stronger beast animal companions, those permitted depending on level (The Beastman Maughe possibly opening this resource?..)

Level 5- +4 to Animal Empathy (Does not stack with +2), Level requirements for Animal Companions are decreased by 1 Level


Level 8-+6 to Animal Empathy (Again, doesn't stack with previous bonuses), Spell Like Ability: Awaken (9) 1x Per Day




Blighter: Druid Kit (I know all of these bonuses basically exist and are granted when the rot lair is achieved, however, it would be nice if it were just a kit, so it doesn't require an app to show off some cool rot-themed power)

A druid who has taken to following the dark ways of Moander, their attunement to the rot, and it's servants has grown considerably, their power with the ley powers of rot strengthened considerably through their dark praise


Level 1- Access to weakest Formian wildshape

Level 5- Access to stronger formian wildshape, all rot-themed creatures are now friendly, Infestation of Maggots 1x per day

Level 8-Access to strongest formian wildshapes, Bonus Feat: GSF: Necromancy



Totem Druid: Druid Kit

You were born what you were, but your spirit, your spirit is a whole different matter.. What you choose to follow, what you've been attuned to on a spiritual level grants you additional power depending on your totem, making your powers and attunement to that animal, considerably stronger

Level 1-Choose upon taking, either Wolf totem, Bear totem, or Cat totem, depending on choice, totem druid gains a unique animal companion based off of their totem that grows in power similar to the houndmaster fighter kit,eventually becoming quite powerful if it survives long enough, and starting over if killed

Level 5-Gain a tool based on totem that can with a 5 min cooldown be used to apply a +2 to a stat based on your totem, the effect lasts until dispelled or death otherwise. Wolf: +2 Strength. Bear: +2 Constitution. Cat: +2 Dexterity. These bonuses stack with other statistic buffs, intended to be basically be a permanent +2 to stat based on totem without effecting permanent scores.

Level 8-All wildshapes falling under the category of wolf, bear, or cat totem depending on your choice receive a considerable buff bonus that is reapplied whenever the form is refreshed.