Elminster000's page

Goblin Squad Member. RPG Superstar 8 Season Star Voter. 21 posts. No reviews. No lists. No wishlists.


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..but..if you leave...who will advocate for grass related game improvements..!?

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<Kabal> Kradlum wrote:

My client crashed while fighting in a monster hex. When I logged back on I expected to be at a shrine, but I was standing on top of my husk. I checked my armour and hadn't taken a durability hit. I don't *think* I lost anything from my inventory, but it is difficult to tell.

If this is a feature, I like it. There is nothing more frustrating than dying due to a client crash, and since EE3 my client has been crashing a lot more.

This is a known bug. Ryan has asked us not to take advantage of it when it occurs.

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Thod wrote:
Savage Grace wrote:


Hey, isn't Chribba the Swiss word for Thod? ;-)

How do I meet this Chribba?

** spoiler omitted **

You have to say their name thrice with the lights off first.

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Lifedragn wrote:

I can't help but think of North Korea when we start using titles like Great Benevolent One XD

But then I suppose our media and politics does try to paint them as a Lawful Evil state, so perhaps it is a good thematic fit.

It is pretty clearly doublespeak.

They may speak truth, but it is the entire truth? Is the real truth obfuscated behind subjective interpretations? As with Devils and Efreeti, it is best to take great care in deciphering the true meaning of their words.

Goblin Squad Member

Thod wrote:
Lord Regent: Deacon Wulf wrote:

Support from the villains? Aggression from the Heroes?

This world makes little sense, but Golgotha guaranteed the independence of the Emerald Lodge long ago, and Golgothans do not break their word.

They might be evil - but you have to love the lawful side of them.

Well, obviously not until they have more to gain from breaking their word than they might lose in reputation for doing so.

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Tyncale wrote:
Elminster000 wrote:
Bluddwolf wrote:

This I believe will ultimately lead to there just being one settlement of each combination, any others would just be redundant.

Sounds like a good idea if there were tens of thousands playing, but you won't have that for months, years or perhaps ever.

I think that is unlikely, as scarcity of resources should force the player population to spread out. The higher the active population of a settlement, the more resources will be required to support all of those players. Since there is a limit to how much of any given resource can be harvested in a single hex in a given period of time, a highly concentrated settlement's gatherers would have to go further and further to gather the necessary resources for upkeep and advancement of the settlement. At some point in a settlements growth cycle it will become more efficient to bud off into two settlements.

Well, you are forgetting an important feature of PFO: Trading and transporting Trade goods with Caravans. The intention is that settlements that lack certain resources try to haul in goods from far away, where there is more of them. This happens with Caravans.

Settlements who can not provide their crafters with resources or refined goods that they cant make themselves, i.e. settlements that do not trade, will probably bleed members.

Some may still be somewhat self sufficient, but the most succesfull Settlements will undoubtedly have all sorts of trade deals and alliances going on.

Well, that is how I envision the mature game anyway. We are a long way from that still.

This is true, but trade is more of a solution to the lack of diversity of resources a settlement may have than a solution to a lack of volume. I could see one very large settlement being "fed" by smaller subservient settlements to achieve this, but I don't think that is the natural end product of the systems currently in place. I think caravans and whatever inter-settlement trade mechanisms we see put into place will be more like a handshake than a parasitic tentacle.

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Bluddwolf wrote:

This I believe will ultimately lead to there just being one settlement of each combination, any others would just be redundant.

Sounds like a good idea if there were tens of thousands playing, but you won't have that for months, years or perhaps ever.

I think that is unlikely, as scarcity of resources should force the player population to spread out. The higher the active population of a settlement, the more resources will be required to support all of those players. Since there is a limit to how much of any given resource can be harvested in a single hex in a given period of time, a highly concentrated settlement's gatherers would have to go further and further to gather the necessary resources for upkeep and advancement of the settlement. At some point in a settlements growth cycle it will become more efficient to bud off into two settlements.

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1 person marked this as a favorite.

While not technically loot, someone should build a Dread Gazebo.

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1 person marked this as a favorite.

29 here.

Having seen the demographic data, I can't help but imagine PFO PvP as something like this.

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4 people marked this as a favorite.

New member reporting in. I cannot overstate how pleased and excited I am to be joining you.

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On Spellcraft being used to provide enchantments during the crafting process, will there be any other skills that provide additional options during crafting?

Also, will Spellcraft be used for anything else, or will it simply be a requirement for some parts of the crafting system?

Stephen Cheney wrote:
<Magistry> Toombstone wrote:
I would hate for every nice recipe to be this way though. Because then the crafter's network of PvE support to provide nice recipes would be more important than the crafter himself

Yeah, this is a worry too. If all your recipes get used up and then you have to find more, you're in danger of getting the worst elements of a looting system AND a crafting system. The guy that defeated the boss essentially gets a rare loot drop that he can't use until he hands it to a crafter to add a bunch of materials to, and the crafter can't craft unless he has the PvE drop. Dropping the recipe becomes pretty similar to just dropping "broken Sword of Awesome" and all crafters can do is repair it.

Hark wrote:
Aww, no info on enchanting. I was hoping there might be a fourth optional step where an enchanter further upgrades the equipment.

After long discussion, we decided to make enchanting part of the crafting process itself, rather than a later add-on. That keeps the + value of the item more consistent (e.g., you don't have a +3 necklace with a +2 enchant) and makes it easier to distribute meaningful improvements. It's still an optional step, but it's an optional step you decide in the process of crafting, and which requires you to have Spellcraft and the right enchantment then and there. Unenchanted items should still be valuable (and there are some replacement options if you want to be a crafter without Spellcraft that we'll detail later).

Kobold Cleaver wrote:
I got the impression you would learn a recipe and always be able to make weapons with it. "Learning" would be the "one-use", to ensure everyone can't just pass the recipe around indefinitely. Market flooding is prevented by the weapon taking such a long time to make.

Yep. You DO consume the recipe to learn it, just not every time you make it.

Quote:
Thanks for answering so many questions, those of you at GW. Here's another: What's to stop someone from having an alt just indefinitely making
...

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Nihimon wrote:
Rouges are overpowdered.

Well, it's hard to sneak effectively if you aren't fresh.

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Quote:
So, say a starting wizard acquires a spellbook with a 3rd level spell, a 2nd level spell, and three 1st level spells. That wizard only has two 1st level slots. The 3rd and 2nd level spells will begin grayed out and unavailable: the wizard can't cast them yet. All three 1st level spells will be usable, however. When the wizard casts one of them, it also will gray out because it has now been used. The wizard could then cast either of the remaining spells, but then he'd be out of slots and the whole book would gray out. After using a Refresh, both the slots and used spells in the book would reset.
Nihimon wrote:


I imagine we'll be able to put the same spell in a book multiple times. That would seem to be very equivalent to preparing three Fireballs, for example. However, considering that our Spells will be very powerful, I wouldn't be surprised if they only allowed a single copy of a particular Spell in a given Spellbook, and used that as a balancing factor, but I consider this much less likely.

Unless I'm misunderstanding things, I think multiple copies of the same spell in a spellbook will be redundant. Based on the description, it sounds like we can cast any spell in our spellbook as long as we have a slot of equal(or higher?) level available. We will essentially function the same way Sorcerers do now, except with the ability to swap of sets of spells known between refreshes.

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Neutral Magocratic Kingdom?

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If any of you are, or would like to be, Redditors, please upvote This.

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daemonslye wrote:
Psyblade wrote:

just to point out, for the ES hardcover you will need to pledge $100 more (and if outside US, $15 for shipping)

so in total you would want to pledge $650

Well, that just sucks. Maybe will need to cancel it then. It seemed pretty clear on the AddOn text that the hardcover book was included - which is why I asked my question.

I'll wait a few minutes for someone (informed) to respond.

Thanks,

~D

It does say the hardbacks are included in the Hellknight addon. Also, if your total is wrong you can modify your pledge amount without canceling.

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Sounds good. You forgot to bold Fraternity of the Wild. It is currently hidden in the Fraternity of Shadows. ;)

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AvenaOats wrote:
Elminster000 wrote:

If I were to upgrade my pledge level from adventurer to crowdforger now, will I lose the daily deals I have accumulated prior to today? I remember reading that this was the case, but since you are offering an incentive to switch, I wanted to be sure how things are working.

Also, if I purchase the extra player pack addon does that come with all of the daily deals, or just another set of the ones I am already eligible for?

My apologies if this information is stated elsewhere.

As Being says.

You'll keep it: The timestamp of your pledge at the requisite level is used for the daily deal, so you're fine as long as you pledge upwards and do not dip below the min level, which would reset it.

Thanks all. Upgrade complete.

Goblin Squad Member

If I were to upgrade my pledge level from adventurer to crowdforger now, will I lose the daily deals I have accumulated prior to today? I remember reading that this was the case, but since you are offering an incentive to switch, I wanted to be sure how things are working.

Also, if I purchase the extra player pack addon does that come with all of the daily deals, or just another set of the ones I am already eligible for?

My apologies if this information is stated elsewhere.

Goblin Squad Member

Dakcenturi wrote:
I'm surprised there isn't more interest in a neutral settlement. Maybe it is because of the whole focusing on advancing magic aspect?

I think initially people are more attracted to the band of heroes type of groups, but attitudes will change as the game wears on.

Being neutral should give us a good advantage in recruitment potential over the aligned settlements, since we'll be able to accommodate a much larger range of people. If we combine that with having the best, hopefully, selection of magical goods and services, that should put us in an exceptionally strong position.

About Harridan Valt

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

FEMALE HUMAN GRAVITON SOLARIAN 1

Neutral Medium Humanoid [Human]

RACE: HUMAN ▽:

Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organisation and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.

ABILITY ADJUSTMENTS: +2 TO ONE ABILITY.
HIT POINTS▸ 4
SIZE AND TYPE▸ Humans are Medium humanoids with the human subtype.
BONUS FEAT▸ Humans select one extra feat at 1st level.
SKILLED▸ Humans gain an additional skill rank at 1st level and each level thereafter.

THEME: GIANTBLOOD ▽:

Giants’ blood flows through your veins, and you feel a fascination and kinship with these towering beings. You may stand a little taller than most of your kind, and you are capable of great feats of endurance. Like many giantbloods, you likely bear some physical attributes of the specific giants you are descended from. You’ve learned to tap into giants’ great strength and fortitude to perform feats most people of your kind would find difficult, if not impossible.

ABILITY BONUS▸ +1 STR

THEME KNOWLEDGE [1ST]You have great respect for giants and know much about their varied societies, cultural traditions, and famous figures. When you attempt a Culture or Life Science check to identify or recall knowledge about giants, their abilities, or the names of famous giants, reduce the DC by 5. Culture is a class skill for you. If it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

CLASS: SOLARIAN ▽:

The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal revelation, you recognise yourself as part of an ancient tradition—a force of preservation and annihilation.

STAMINA POINTS▸ 7
HIT POINTS▸ 7
KEY ABILITY SCORE [CHA]▸ Your Charisma lets you channel your connection to the cosmos, so Charisma is your key ability score. A high Strength score can make you better at melee attacks.
ARMOUR PROFICIENCIES▸ Light Armour.
WEAPON PROFICIENCIES▸ Basic & Advanced Melee Weapons; Small Arms.
STELLAR ADEPT [1ST]▸ As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.
SOLAR MANIFESTATION (SU) [1ST]▸ At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed. Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it
STELLAR MODE (SU) [1ST]▸ The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.
When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).
At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.
At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.
When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy (see page 242). If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.
STELLAR REVELATION [1ST]▸ As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations on page 104). The list of stellar revelations begins on page 103.
Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.

SOLAR MANIFESTATION: SOLAR WEAPON ▽:

SOLAR WEAPON▸ You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage.

Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.

STELLAR MODES ▽:

GRAVITON MODE▸ When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.
PHOTON MODE▸ When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.
UNATTUNED▸While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

STELLAR REVELATIONS ▽:

BALCK HOLE (SU)▸ When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.