Lini

Kusuriurite's page

Goblin Squad Member. Organized Play Member. 64 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



Goblin Squad Member

All right let's not make the board all suggestions, complaints and laments. We can have some fun here and maybe a few laughs. I'm not the funniest guy (not like tony, love that guy) but, why not post a few more, humorous suggestions for the game?

I suggest that in some elven (or otherwise fantasy hippie area) town that when a character shouts "Bacon!" they get attacked by a vegan who is offended.

Goblin Squad Member

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I've seen a few threads in passing on this issue but, did not find one that dealt with this directly.

I assume this is a concern for druid type characters and some sorcerers but, by launch what kind of transformative mechanics would you like to see in game?

Obviously transforming into a full size dragon isn't likely accessible to the player but what about other simple creatures? Will it extend to all enemies? will we have a polymorph spell?

additionally, I see this as a great way for characters to have some semblance of stealth if name tags are not visible at all times (transforming into a creature or member of a goblin mob to blend in with the surroundings). Any one hacking to see your true shape would have a disadvantage in this case as well, since they wouldn't know what attack range you actually have etc.

Goblin Squad Member

so how are we intending to handle stealth skills? I'd still like an assassin or ranger to be able to conceal themselves...i know darkness (as well as fog of war type things) but what about a stealth system similar to league of legends?

Goblin Squad Member

goblinworks blog wrote:


What does "Threaded" mean?

Each character has a certain number of "threads of fate" they can use to tie their equipment to them, thanks to the rather unusual relationship the characters have with the goddess Pharasma—the same relationship that causes them to keep coming back from the dead. These threads cause the items to which they are tied to remain with the character when the character resurrects, meaning threaded items cannot be looted. Higher-level items consume more threads to tie them. Characters earn more threads as they advance in level, but they gain threads more slowly than they gain level-appropriate gear. This means a starting character will be able to thread all of his equipment to him, while a high-level character will probably have to pick and choose what he uses his threads on if he is using all high-end gear. If a low-level character gets his hands on a high-level weapon, he will probably have to expend most of his threads to keep it, meaning the rest of his gear will be lootable.

If a character dies and manages to make it back to his husk before it is looted, he has looting rights and can regain all his equipment. So if his allies can keep his killers away from his husk, they can make sure he gets his gear back.

In addition to the time it takes to loot a husk, each player has an encumbrance limit that determines how much gear he can carry. This starts out at a set number that can be increased by race (i.e. dwarves have a high encumbrance limit), by equipment (bags of holding, backpacks, etc), or by spells or feats. Each item in the game is rated in encumbrance, and you can only carry items that have a combined total encumbrance equal to or below your encumbrance limit. So even if someone kills you, they may not be able to make off with everything they could loot from you. This also allows certain crafting or gathering equipment loadouts, like trading cloaks for backpacks and wondrous item slots for bags of holding.

If you are killed in a non-consensual way, such as being ambushed while minding your own business, you may level a death curse on the killer by praying to Calistria. Doing so costs you reputation, but the cost is reduced if your killer has a low reputation (and if he is a gank-happy killer, he probably will have a very low reputation). Once invoked, the death curse causes your killer's threads to become weakened for a time. If your killer is in turn slain by you or one of your specified agents before the death curse ends, more of his gear may be looted. Your killer cannot have the curse removed by having an ally kill him and refuse to loot him; it only goes away if he is slain by you or someone you specify, such as a member of your group or settlement.

My two questions are as follows:

Are only equipped items lootable? if all items are potentially lootable will there be affordable safe "storage" options?

Goblin Squad Member

i have a few friends i'm trying to bully into playing the game, can i add one of them as a shieldmate even though they missed the kickstarter?

Goblin Squad Member

I read that there will be some limitations on name choices. I realize famous characters fromfrom video games. and the like will be out of the question but what sort of names will be allowed?

Goblin Squad Member

Since we get daily deal items at launch, I'm assuming that they will be balanced with current character level. However as time goes on those weapons may become obsolete as the characters level. While this won't likely effect utility items (like the traveling devil box) this becomes a concern with the daily deals that are weapons and armor.

Are daily deal able to be improved via crafting tools in order to keep them relevant for combat or are they just going to be level 1-5 items that we shelve after that time.

I've seen some similar threads on this but, none that seemed to focus on this particular issue/question.


I can't find the feat in the advanced player's guide or the PRD for Rangers with the natural weapon combat style.

I have found Eldritch claws in the feats section and I am wondering if the entry in the ranger section is a typo and that the feat actually means the claws?