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Ravenlute's page
Goblin Squad Member. 1,031 posts (1,173 including aliases). No reviews. No lists. No wishlists. 1 alias.
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Beastiary 1 p 342 describes Covens and lists spells they can cast.
Click for Coven description.
1. Since Covens may consist of monsters of different levels and abilities, how do you determine the spell DC for these spells? It does not call them Innate spells.
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Quote: After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Click for Elite adjustment description.
Quote: Increase the creature’s AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2. 2. Also, since a Coven increases DC's for all members by +2 due to becoming Elite, would that also increase the DC's of the Coven spells?
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Quote: All covens grant the 8th-level baleful polymorph spell and all the following spells, which the coven can cast at any level up to 5th: augury, charm, clairaudience, clairvoyance, dream message, illusory disguise, illusory scene, prying eye, and talking corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. 3. When it says 8th-level Baleful Polymorph (a 6th-level spell), does that mean it's heightened to an 8th-level spell?
4. If a Coven made up of level 3 creatures cast Charm could it still be cast as a 5th-level spell? Could they cast that Baleful Polymorph as well?
Taja the Barbarian wrote: No, I don't think you need to keep making Hide checks as long as you don't take any other actions.
Just note that everyone knows where a hidden character is, they just can't sense them directly.
That's been my thought on it too but I wanted to make sure I wasn't overlooking anything.
Round 1
Action 1: the character Hides.
"You cease being hidden if you do anything except Hide, Sneak, or Step."
Action 2: the character wants to stay hidden but doesn't want to move. Technically they aren't doing anything but they are also not actively Hiding, Sneaking, or Stepping. Do they have to make another Hide check?
Action 3: Same thing.
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Round 2
Action 1: Again, just wants to spend the entire round hiding and doing nothing else. Do they need to make any additional Hide checks?
What are the different ways you can Restrain somebody?
I've seen getting a Crit on a grapple check.
Binding with rope or manacles.
Are there any others?

There is no duration so it looks to be permanent until removed. As for how to remove, I would use the same removal procedure as listed in the sidebar for "Recovery from Thralldom".
Quote: A creature that’s transformed into a yellow musk thrall or brute doesn’t die right away, although it no longer retains its personality, memories, or abilities as long as it exists as a thrall. Within the first few days after its transformation, a thrall or brute can be restored to its normal life with any magical effect that can remove disease or a 1-hour procedure that requires a successful DC 22 Medicine(expert) check and deals 2d6 slashing damage to the thrall or brute. You need to get rid of those parasitic tendrils after all.
As for the Stupefied 1, any other source would overlap, not stack. The highest value takes hold for as long as it exists. (They were very specific in the creature description that multiple stupefies done with Bore Into Brain stack for the Creeper but that is an exception.)
See p 623 CRB "Redundant Conditions".
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So, as described above, the barbarian would use up the Hero Point, would still be alive, at 0 hit points, does not have dying, and would still have wounded 3.

Pull
Requirements Your opponent is grabbed or restrained by you.
1 Action (Attack trait)
Attempt an Athletics check against your opponent's Fortitude DC.
Critical Success You may stride away from your opponent up to 10 feet. Your opponent follows you the same distance and same direction. You may choose not to stride the full distance, or at all, and your opponent moves up to 10 feet toward you until adjacent. This does not break a Grapple.
Success You may stride 5 feet away from your opponent. Your opponent follows you the same distance and same direction. You may choose not to stride, and your opponent moves 5 feet toward you until adjacent. This does not break a Grapple.
Critical Failure You fall and land prone. Your opponent loses the grabbed or restrained condition if it was from your Grapple.
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This is essentially a reverse push with a grabbed/restrained req. with consideration for a restrained opponent that is not adjacent, such as someone bound by rope and being pulled from a distance.
Burst:
"A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast fireball, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst." (Core p 456)
It's not just an area with a listed radius, it's a Burst, which means it starts at a central point and moves out from it in ALL DIRECTIONS.
So you could cast this on a wall behind a group of targets and the tentacles would erupt from that central point, grabbing at anyone within 20ft, whether they are up, down, or horizontal to the blast point.
If it helps to visualize, imagine the central point being a light source with a 20' burst. Anywhere that light hits would be targeted by the tentacles.
My order has been pending since the 6th. I was hoping to have it by now for an upcoming event. Anything I need to do?
Thing is, with Powerful Leap, you don't need to make a DC check to get that 5ft height. It's a basic action that you can do without any special effort.
So, I decide that I want to exert some effort to jump higher than that now base 5 ft height. I should be able to do that as naturally as someone who doesn't have Powerful Leap so same DC 30 for the exertion.
I was thinking make it 7ft for success, 10ft for critical. That's equivalent to the boosts given to those without Powerful Leap. I just can't find any documentation on it.
The Powerful Leap feat changes your Leap so that you can jump 5 feet up. (p. 264)
When using High Jump, and not Powerful Leap, a success lets you jump 5 feet up. (p. 242)
So, since High Jump uses the Leap action (p. 242) and a DC 30 to increase the height of my jump, how much more does it add to the height on a normal success with Powerful Leap? How about a Critical?
It wouldn't just stay at 5 ft because then it wouldn't be an increase, as stated.
Heck ya it has! *BOOM* goes the dynamite!
The Nhur Athemon event has a been a breathe of fresh air. Just fun all around. Much easier with 6 in a party instead of 4!
Great write up Jokken!
I am really looking forward to the Nhur Athemon event!
Thanks for posting these all in one spot. Very helpful.
Neadenil Edam wrote: This game can be a huge time suck. It is surprising how addictive it can be for a game still in development. Doesn't hurt that it commonly takes me 10-15 min to get where I want to go.
I don't know of any game that has an opt-in system. If you have game time it always continues to run until you no longer have any or you purposely suspend it.
I found that SWG died before the NGE, when over 75% of the population became bots just grinding away. A complete loss of player interaction. That's when I left. It had become a bad single player game.
Yeah, I saw that my armor feat wasn't showing and then when I tried to slot a different one it appeared in the middle of my paper doll instead of where it should have been.
Goblin sailor achievement! Yes!
It's one thing to read about something but I always enjoy seeing it in action.
Turns out it was supposed to be terrible in Stone instead.
So much good info there. I see that Seneschal has an important role now.
Saw this:
"Swamplands: High Fish rating, average Wood, Game, and Ore ratings, but terrible in Fish and Herds."
Hey you! Yeah, you, the rat skinned scrawny one. Join SBC.
It's become very apparent to EVERYONE that you need to learn to swing more than just a little stick around. We're located in Tavernhold so you'll always be within arms reach of something to cool you down after a hard day of training.
It's about time you bulked up and got some hair on that chest! Join Stone Bear Clan today!
Even if your settlement doesn't plan on having a Temple or a Cathedral, drop a line and let me know.
Gol Elsworth Sugarfoot wrote: The most important rule of dealing with this kind of stuff is:
Don't feed the trolls. Don't give them attention. Don't respond, nothing. Totally ignore them and continue on your way. Just the fact that this post exists is unfortunately validating whoever offended you. I'm sure they're loving it seeing that it drove you to post on forums and garner more attention. If you have a problem write to Goblinworks directly, but don't give them a public forum like this to see the results of their trolling. The best thing you can do right now is let this post drop off the front page.
While this thread came about because of a certain incident, it's not about them. This has happened before and will again until something is done about it.
Hmmm, so you got rid of all that extra responsibility? Sounds to me like you are saying, "FREEEEEEEEDOOOOOOM!"
Yup. However the trouble has come in most evident when the devs have gone off for the night.
It's nice having this compiled guide. I'd worked out some of it on my own but this is so much easier.
So much running! Kill monsters while working on your cardio then drink the night away.
Gol Tink wrote: Unfortunately 24/7 monitoring of channels is an extremely tall order without tapping the community for chat moderators, and my experience has been that that is a very, very bad idea. I've had a different experience, playing Wurm Online for example. They have a Help channel where only Help discussion is allowed and usually has a couple community mods on it. There is a no tolerance policy in the other channels for anti-social behavior. The other players inform someone of this if they act out and if they continue one of the mods warns them, often publicly. If it still continues then a mod Silences them, removing chat use. The whole process is handled quickly without letting it get out of control. Most importantly, the players know and respect it and inform new players. Those who don't aren't in-game very long.
The most important thing to take from this is that people will act out unless there is a way to enforce proper behavior. Rules don't matter without such enforcement.
Caldeathe Baequiannia wrote: Lifedragn wrote: Deaths happen during travel and PvE escalations. But there is still a lot of barter for goods and communal efforts going on. From what I understand, our queues stay busy. I don't think your experience is typical. It might be your particular crafting classes, or it might be the size of your settlement. My crafting queue was rarely doing anything. I don't think my settlement has missed my crafting capabilities during my absence these last two weeks. It is definitely related to your crafting class. Some produce much more sought after items.
We've still got a lot settlements to go. Please give a quick response.
Atheory wrote: I hope they put in a ledger of some sorts for that shared vault. You mean a record of who deposits and removes items from the vault? Maybe at some point but I don't think it would be in for EE6.
Neadenil Edam wrote: Gives an interesting overview , good work. Yup. I'm amused by the single towers so far away from their settlements like Freevale's one and only Tower in the SW by Doomhammer. Or Brighthaven's near Marchmont. I'm guessing they are just towers of opportunity and not something they are seriously trying to hold onto.
Diego Rossi wrote: So the general consensus is: "We don't care about ti until it become a problem when we finally will be able to do something about it"?
But we can do something even now: if we know that the smallholding is unauthorized we can prowl the area trying to catch the owner.
To me it seem a bad idea to say "Wait till it become a problem" when the possible problem can be resolved in advance.
It's not "wait until it becomes a problem", more that "nothing can be done about it". By that I mean with game mechanics. You can spend your time staking out that location until you see someone interacting with it but even if you find out who it belongs to it won't mean they are going to move it because you can't force them to.
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*points and laughs* Trying to say that you hold territory when there is no way to enforce it is hysterical! Hoo-boy! Okay. I'm good.
So, this problem is easy to deal with. You can't do anything about it right now so stop stressing about it. When you can destroy it, do so. Whoever owns it will be able to put a new one up afterwards and you might be able to catch them if they try to drop it in the same spot.
Savage Grace wrote: Still out and about.
Visited Brighthaven Friday and Saturday, Kreuz Bernstein and Emerald Lodge on Saturday, Blackwatch Saturday and Sunday, and reached River Bank this morning.
Spent my time leisurely gathering resources in between each of these settlements.
Most people aren't going to fire on you, even if you are gathering resources. What do you think of that?
There are hexes I know of that were heavy in Beast Pelts that have now changed to Animal Pelts with the last update. Of all of those, only one hex now contains Beast Pelts.
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Or whisper. I like to whisper in the General tab so when I forget to do the / then the whole world gets to hear a snippet of my conversation. Too bad for them.
I am looking for the Ornamental Gem +1 recipe. Please PM if willing to sell/trade.
Tyncale wrote: Thanks!
And also: WTB /ignore in General Channel.
Edit: apparently I can train my crafter to level 9 again, even while we are only holding one tower. Shoud I bug this?
From the 4.2 notes:
"PC Settlements that choose not to hold Towers will be able to train Role achievements up to 9th level."
"PC Settlements that choose to hold Towers will gain 1 level of training capability for every 3 Towers they hold. Training to 10th level will require a PC Settlement to hold 3 Towers."
Yrme wrote: As an observation - I think the NC's biggest problem is that they are in a self-inflicted alliance between the two groups that are the most obvious aggressors. By deciding on a course of non-aggression between the LE groups (led by Golgotha?) and the CN bandit groups (led by Aragon?), they effectively shut down their best potential source of PvP - each other. This says it all. While EoX was planning and expecting to PvP against others but wanting to shore up their own defenses they formed an alliance that would eliminate what they claim to most enjoy. Without a way to cause harm to another settlement there is no good reason why EoX and NoK aren't having wonderful battles with each other every day. Both nations seem to love that kind of thing. I guess the thought of fighting someone so close to home is too scary for them.
This is just the start. When sieges are enabled, instead of gankers waiting outside their door it will be siege engines squashing the little guy because they want their spot. The settlements that cannot defend themselves will be destroyed or integrated. Outside of a really novel idea, there isn't anything a small settlement can offer a big one that they don't already have, so in comes the wrecking crew and what was once a settlement is now a shiny new parking lot.
Just poking fun, no worries. :D
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Must have really rushed out the patcher update, it reads:
Smallholdings and Basecamps Avaialble Friday 27 Feburary.
Admit it, they stopped in at Tavernhold just before writing this.
I don't think it's chauvinism so much as ignorance. I didn't learn what GMT was until I started playing MMO's and it took even longer to learn what UTC was and that was learned, again, by playing MMO's.
Any time I see a time listed here it's by local time followed by central time. Ex. 7pm PT/ 9pm CT
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