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Messages - sinclairlim

#1
Suggestions / Re: Perk Suggestion Thread
July 03, 2020, 11:26:27 PM
Rogue perk (Minor)

Pocket Sand!

1 use/day. Target makes a reflex save with a DC of 10 + half the rogue's level, or becomes blinded by 1d3 rounds.
#2
Suggestions / Re: Nerf orb spells
July 03, 2020, 04:39:40 PM
If orb spells are designed to deal with more agile PCs, who would make a reflex save, but also have much less HP, like rogues or bards, maybe just tone down the damage?

currently it's 1d6, so maybe 1d5? 1d4+1?
#3
I've been playing as a prospector, and the few times I've actually have gone prospecting with the group I noticed how awesome the feeling of exploring the planes is. It is really enjoyable to do so with people who know what they are doing and are prepared. I don't think the unique loot prospectors have aids in that feeling, however, making being a prospector pretty irrelevant when exploring seams, other than having an IC reason to "want to". In addition, I think the unique prospector loot is rather medicore and uninteresting.

I was thinking a few things could be added to make being a prospector truily be a boon to actually exploring seems, such as:

-Some sort of ligthened "elemental" survival and mobility gear, like bedrolls, grappling hooks and ropes, climbing claws, etc.
-Things that make getting cured of planar sickness faster, like potions or amulets that passively increase how fast you get bettre while outside.
-Improved uniforms that make planar sickness advance more slowly while exploring. Maybe more than one version: one that reduces the sickness a little, and then later, more expensive versions that reduce it by a lot.
-Items that allow you to set up a campfire to rest around anywhere on an elemental seam (Which would  make it so it is a great incentive for non-prospector groups to bring a prospector when exploring a seam, as if they were hiring a "guide".)
-Maybe some rare and expensive safety meassure, like an item that pulls you and people around you outside of seam after a few rounds and drops you in a random place in ring 99. Again, to incentivice non-prospectors to want a prospector with them when they explore seams.

etc.

I think it would also be nice to have some cool-looking weapons for prospectors, more for the visual identity factor than for the power factor. For example, swords with elemental damage and a physical damage penalty, etc.
#4
Suggestions / Re: Perk Suggestion Thread
July 24, 2019, 11:58:43 PM
Sorcerer perk: Spellslinger
Spellslingers are sorcerers who don't focus on developing more coplex and versatile magic, but instead to empower the simplest of spells in whatever way possible, allowing cantrips to be more effective as offensive weapons, and simple bursts of magic to fire an echo of themselves, nearly as effective as the first.

Level 1:
Cantrip damage increased from 1d4+1 to 1d6+1.
Spellcraft penalty: -3

Level 5:
Cantrip damage increased from 1d6+1 to 1d8+1
Whenever the sorcerer casts the spell "magic missile", she gains a misc. item which can cast "Magic missile" one time, at a level that allows 1 less missile than the sorcerer's current level.
Level 5: "Magic missile (3): Single use".
Level 7: "Magic missile (5): Single use".
These items disappear on rest.

Level 8:
Cantrip damage increased from 1d8+1 to 1d10 +1
Whenever the sorcerer casts the spell "magic missile", she gains a misc. item which can cast "Magic missile" one time, at a level equal to the sorcerer's level.
Level 8: "Magic missile (7): Single use".
Level 9: "Magic missile (9): Single use".
These items disappear on rest.

Intended effect:
A sorcerer that is actually able to spam offensive magic if she chooses to specialize in it. Intended for PvE rather than PvP.
#5
Suggestions / Re: Darkskull Tower Suggestion
July 24, 2019, 08:40:31 PM
Personally I prefer gold. One can always buy potions from PCs.

What I think is lacking is better loot for the chests that require party members to open. They barely give anything.
#6
Suggestions / Re: Spells Suggestions Thread
July 22, 2019, 03:37:15 PM
Spammable cantrips add a lot of fun to use,. but two of them are still quite useless or annoying to use (and see being used), and I think they could be modified to have their place in specific builds and situations.

Inflict minor wounds:
On living targets: 1d3 negative energy damage, damage vulnerability vs. all physical +5%.
On undead targets: +1 regeneration, damage immunity vs. all physical +5%

Duration: 3 rounds
SF Necromancy: 4 rounds
GSF Necromancy: 5 rounds.

Virtue:
No longer stacks with itself.
+2 Temporal HP. Lasts for 1 turn.
SF Enchantment: +3 Temporal HP
GSF Enchantment: +5 Temporal HP
#7
Suggestions / Re: Perk Suggestion Thread
July 20, 2019, 09:23:22 PM
Fighter perk: Versatile.
Some Fighters must learn to adapt to ever-changing situations, making the best use of what limited resources they have. While they do not excel is the use of a particular weapon or technique, they become very versatile, allowing them to fill several roles in the battlefield.

Level 1
-Weapon focus grants +1 damage in addition to its normal benefits.
-Weapon specialization's damage bonus reduced to +1 damage from +2 damage.
- Add a -2 discipline penalty
-May never become a weapon master.

Level 5
- If your strength is lower than your dexterity, add +1 damage to all melee attacks.
-If your dexterity is lower than your strength, add +1 AB to all ranged attack rolls.
-If your dexterity and strength are the same value, add both bonuses.

Level 8
-When wearing a one-handed weapon and no shield nor torch, add half of your strength bonus to the damage, as if you wielded a two-handed weapon.
-When wearing a one-handed weapon and a torch, add +1d3 fire damage to your regular damage rolls.

Intended effect:
-Dex-based fighters are more viable. If using the same build, due to the +1 damage at level 5, and ability yo increase their damage by 1d3 fire damage by sacrificing shields at level 8.
-Fighters will take specialize in either 2 melee weapons by substituting weapon specialization for a second weapon focus feat, trading 1 damage for more versatility.
-Fighters will switch between ranged and melee combat more often, more efficiently due to the attack bonus at level 5 and possibly even more by taking weapon focus on a ranged weapon.
-Sword and board fighters will switch between "damage mode" or "defensive mode" by removing the shield they are using, swapping it for a torch, or switching to a two-handed weapon, instead of sticking to a single fighting style.
#8
The Whetstone item, which is rather common, adds +1 damage to a weapon, but it seems that it doesn't really respect the fighter's level 5 ability (when the dual-wielding perk is chosen) to give the extra damage to both wielded weapons. Could this be changed?
#9
Title- it's a bit immersion breaking to have o go around the bar to actually pay for the stuff.  A placeable could fix it. Just a place where we could put the gold. Could also be fun to try to cheat the bartender by paying less, or maybe seeing another PC try to steal that money.
#10
The uniform of house Nephezar is pretty posh compared to much of the rest of the loot in the game, and its color is very distinctive. Because of this it tends to look weird when combining the armor and helm with a shield or a weapon or a cloak form elsewhere.

Would it be possible for DMs to add a cheapish set of shields, cloaks and some dyes to the retainer's store so we could complete those uniforms?
I imagine something like a red shield with +1 AC and some spellcraft bouses would fit nice, and given how easy it is to get a +1 large shield, could be fairly cheap (100-200 prestige points?) It's mostly for fashion. I don't think the stats are very important.
#11
I agree. The quest's enemies can deal really high damage in very little time: the criticals are around 35+ damage each, in addition to the knockdowns and the ranged damage. If you don't metagame that crap, any low level character is likely to die really quickly. An OOC hint that said "Hey, you should probably be level 8 before trying this quest" (in the from of the level range, for example) would help signal that.

Another thing that could help is adding a few rooms in the beginning of the quest where you can slowly be introduced to the enemies, so there's an IG reason to begin acting in the way you have to in order to survive the quest, rather than metagame it.
#12
Suggestions / Haunted Opera House quest's enemies
July 03, 2019, 09:16:01 PM
I've done this quest a few times, and find it rather cool in concept, but when doing so I find that there are some things I don't like. The quest seems to be balanced around being very easy, requiring no supplies but then also giving a very mediocre reward. This is fine but I think the quest is too easy and too unrewarding. I would like to see the reward and the difficulty being pushed up a bit.

The main problem I see is that the main enemy, the ghosts, spend their rounds using invisibility and iron horn, but don't use the time the PCs are knocked down to attack themselves. This means that they make you waste rounds, but they don't do anything with them. This doesn't make them difficult enemies, just annoying. I think this could be fixed by adding a new enemy, either a ghost variation or a stronger version of the "canal crawler" that spawns next to them, and reducing the number of "Ghost of the audience" to make them a support enemy, rather than the main enemy. If in addition to that this new enemy (and maybe the original ghosts themselves) were to be made immune to iron horn, their abilities would be actually dangerous rather than just annoying.

Se second problem I see is that the Canal Crawlers are too weak. Any fighter/barbarian or the like, while unbuffed, seems to be able to kill them easily- given that the ghost of the audience enemies don't drain your HP fast at all, this allows a frontliner to stay near the mages at the back, making the ambushes not dangerous at all. I think my first suggestion would fix this, but if not, adding a stronger version of the Canal Crawler to spawn among the regular ones would help make these ambushes more interesting.

As for the boss, I see that he is often (and unwillingly) lured to the bridges rather than fought in his spawn area, making the spawns that are supposed to happen while you're fighting him not work properly. I'm not sure how to address this. Maybe by blocking LoS to him by changing the direction the organ is facing the players?

As for the reward, it's fine as it is for this low difficulty, but if the difficulty were to be increased, I think making the quest drop 1 or 2 buffing potions per trip would be a good way of keeping the reward and difficulty balanced.

Just my 2 cents :)
#13
Reciently there was a dispensary (That's how they are called, right?) where instead of spawning by themselves, the king's gifts spawned next to a ton of bettles, and a bunch of PCs banded together to get them.

It's the first I was able to properly join into, since any other ended up with me being killed in 5 rounds by a PC with high level, a lot of supplies I didn't have, and  I imagine pretty good weaons/armor.

It was nice to participate in one of these despite not being able to be a sufficiently high level to be competitive. I could have gotten 30 gp out of it and would still have put in the effort, because it was fun. I'd like to see more of these in the future if possible! :)
#14
Suggestions / Re: Perk Suggestion Thread
June 28, 2019, 02:53:12 AM
Quote from: Entheogen on April 22, 2019, 04:26:18 AM
Mainly I just don't understand the justification for dual wielders being able to enchant their blades? This sounds like something a spellsword would do not a dual wielder?

I agree, it feels out of place. I don't mind the damage boost, but I don't think it should be elemental.
Personally I'd like to some something more akin to a "Special attack".

For example:

Off-hand gains an additional attack per round at full AB.
Lasts 1 round.
Usable 1/day per caster level.

Being a free action it can be timed with no trouble so it is never wasted.
It adds just a little bit of damage, like what, a potential +5-10 or so per round? Assuming it hits, and it feels more fitting.

If not, it can always just be Haste and -4 AC that lasts 2 rounds.