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    Posts made by RedRaven

    • RE: 4th neutral race
      So Minotaurs ( a sentient bovine in humanoid form) are easier to visualize than a race of humanoid form sentient "rockmen"? Or the almost demihuman Titans? An earth/rock based race is not as common but they do exist elsewhere. Every race on sentience was originally thought of somewhere else. Again the magic/fantasy basis of the game would be enough to allow for these "exotic" races. They could be made more "original" by changing the name and some stats but they would still be based on something else. And again, the elemental earth component of this race would give them at least average human intelligence and dex. Would they suffer trying to hit a small (ie dwarf etc) target sure, but no more or at least not much more than a Titan. Your "average" human, elf, vampire, lich or what ever race would not survive in the adventuring world, the player character of any race is Above average hence the stats.
      posted in Suggestions Archive
      R
      RedRaven
    • RE: 4th neutral race
      Ok, those would be maximum stats, and are 1) sub human maxes and 2) just initial guidelines. You have to remember that any player character in any game is above average for their race, hence why they get such "super natural" powers. So put the starting stats lower, but the max stats I stated would be very much in line with max stats for the other races. Like I said the idea was from a rpg I play and this race is by far not unbalanced with the world or other races. As for drowning, they breathe, they are rock-like and have some rock abilities/qualities, but they are a sentient race. The vuln to drowning would be because they would be less likely to be able to swim/float because of their bulk. As far as lightning- their rock-like qualities would make them the grounding agent there is some amount of metallic component in most rock. Anyways, just because some or even all of the initial outline rubs one person the wrong way doesn't mean you should scrap the whole idea. Immunity to heat and cold?? when was last time you froze a rock? or burnt its skin? Yes lava would be a problem just do to the drowning side of it. Most sources of that extreme heat or cold are not gonna affect anyone any differently, whether immune, resistant or vulnerable,,, Drop 50 gallons of burning hot lava on a titan or elf he will be just as dead as if you dropped it on a vampire or minotaur. And Wisdom has nothing to do with being dumb or not, that is Intelligence, Wisdom comes from experience and should be a little higher for longer lived races, hence why elves and dwarves have such high wisdom.
      posted in Suggestions Archive
      R
      RedRaven
    • RE: Instrument wear
      surfacing post
      posted in Suggestions Archive
      R
      RedRaven
    • RE: Vocalize
      Wanted to bring this to top again.. also would work something like… syntax.... vocalize "heal" moonstone goes *poof* A warm feeling....... and you are healed.
      posted in Suggestions Archive
      R
      RedRaven
    • New Skill Ideas
      Ninja- Acrobatic Strike- a skill that lets the ninja get in a first strike, by a graceful leaping spinning attack. Automatic, happens at start of round then regular combat begins for the round.

      Elf/Seraph- Eagle Eye - doubles range on ranged weapons and/or increases damage to 110%

      Assassin/Ninja - Graceful Exit- a skill that allows the user to simple walk out of combat. A simple word of parting and they can leave, the targets of this skill can not take offensive action for 3 rounds against the user. If the user returns to combat in this time with the same opponent, HR and DR are increased for the opponents as they become enraged at the user.

      Illusionist - True Sight - a skill all illusionist have similar to the ring of true sight. Reduces damage from illusionary spells to 125 - %true sight.

      Geomancer/Diamondman - Unshakable Earth - skill automatically functions when someone tries to knock down the character, ie bash or charge etc. Prevents char from being knocked down. and allows character to continue acting normal. base chance 110%- % unshakable earth (diamondman remort of obsidianman race idea)
      posted in Suggestions Archive
      R
      RedRaven
    • New Spell Ideas
      Geomancer-
      Earth Darts- more powerful Magic Missile spell, 2-6 darts (depending on caster % and/or level) Do slightly more damage than MM and has a range of 1 to 2 rooms.

      Repair- uses the local terrain to "repair" an inanimate object. Similar to dwarves skill, but is a spell and requires Geomancer to be outside. Does not use up a repair slot and has a chance to work even if no repairs are left.

      Suffocating Mud- Creates a blob of muddy ooze. This ooze lasts for 4 rounds or until dispelled. Can be thrown at an opponent with a high chance of hitting face (or other breathing/seeing). Blinds and causes minimal damage(suffocation) per round till it dissapears.

      Earth Staff - Geomancer takes a small pinch of dirt cast the spell it becomes a 5ft long staff that only the caster can use (unscribable). Damage casters level * d6 (negotiable, but should be powerful. Automatic failure if someone tries to disarm it.

      Tossing Earth- This spell affects the room (maybe adjoining) in much the same way as icing the floor, except that people don't slip, the ground actually tosses them in the air. Up to 20ft, with approprieate falling damage. (levitated flying chars unaffected)

      Illusionist-
      Monstrous Mantle- Spell can be cast on self or others. It gives the effect of the target fighting better... +25HR +25 DR (or some such)

      Impossible Lock- as the name suggests, just makes it harder to pick a lock. If not impossible.

      Mind Fog - fogs the targets mind, makes it harder to concentrate to cast spells, pick locks etc... suggest 25% lowering of spell casting % on each spell.

      Nobody Here - An area (1 room) affecting spell, makes it so that it appears noone is in the room. Only beings in room at time of casting are affected and they lose the spell if they leave the room. Detect Invis does not see through it. Any offensive act towards any being negates spell just for the attacker.

      Circle of Well Being - temorarily creates a hi regen room. area glistens like ice on a lake, air cools but not uncomfortable.

      Multi-missile - cast on a bolt, an arrow or other thrown weapon. if successful, it creates 3 more missiles in mid flight, if original hits 90% chance duplicates hit, if original misses 90% duplicates miss, duplicates do 1/2 damage die. Base 10% chance for target to disbelieve illusionary missiles +wis% so wisdom of 20 would have 30% automatic chance to disbelieve.

      Other Place - Links 2 doorways. This spell cost a moonstone (or other reagent that may be added). This must be cast twice( by same caster) , once on each doorway within 4 game hours. Doors must be within range (same continent or whatever). If successful entering one door automatically transport to other. Some sort of magical glow or affect on the doors would show something was amiss. PK areas limited usage of course. Last for 48 game hours after second spell was cast.

      Necromancer-
      Spirit Grip - draws on energy of the dead to damage target. effect would be little more than shocking grip or such,

      Ethereal Darkness - makes the room dark for all except for any Necromancer in the room.

      Shield Mist - creates a mist that forms into a shield and moves to deflect blows. Has 1/10th hp of the caster and on taking "killing damage" disappears. Heals completely every other round.

      Spirit Double - summons a spirit to act as his double. same dex, str, con attributes. no magical abilities and base AC. And spirit versions of eq (1/10 damage on weapons. Necromancer can command it to do as he wishes, but must use voice commands so only if in same room. (if double and real in different areas, random which shows up on who/where)

      Evil Eye- powerful curse lowers HR, DR, raises AC, etc
      posted in Suggestions Archive
      R
      RedRaven
    • RE: Finger
      another resurfaceing post
      posted in Suggestions Archive
      R
      RedRaven
    • RE: More random eq
      I really like, don't know if included in update, but looky here
      posted in Suggestions Archive
      R
      RedRaven
    • RE: Housing
      something I agree with her on, a rarity and worth bringing up for new features
      posted in Suggestions Archive
      R
      RedRaven
    • RE: Formal Church Alliances
      just wanted to post to bring this to surface again. Maybe could be added in the new features. Thanx for looking.
      posted in Suggestions Archive
      R
      RedRaven
    • RE: New race ideas
      http://sentience.sanctuary-roleplay.org/forum/viewtopic.php?f=12&t=478 a link to my suggestion.
      posted in Suggestions Archive
      R
      RedRaven
    • RE: I is graduated!
      good job boss man…. Party on, I get thru Austin all the time, to bad I havent been able to get a hold of you and buy you a drink, we can keep trying.
      posted in Discussion/OOC
      R
      RedRaven
    • RE: 4th neutral race
      oooh, 8 arms= shield, 5 weapons, 2nd, 3rd, 4th attack and haste so 9 attacks per round or 10 without a shield :)
      posted in Suggestions Archive
      R
      RedRaven
    • 4th neutral race
      Obsidianman 24 17 18 16 24 3750 2250 3500 Diamondman

      This race is actually made of elemental earth. Very long lived and very slow moving. Their "skin" is actually consistency of obsidian. A tall race (9'foot would be average) and heavy (1k lbs).
      Their skin would give them a natural ac bonus (suggest nekkid ac of 50 at start and maybe drop of 5 per every 15 levels)
      Make good warriors and excellent druids, but not so great magicians/thieves.
      starting stats 20 12 13 11 20
      immune to heat, cold; resistant to bash/blunt
      vulnerable to lightning (drowning if ever find a way to effectively use this vuln)
      skills hibernate (blends in with local stone varying degree of success depending on building material or natural terrain. Basically become a rock , able to fully observe all that goes on in room sight, sound, smell, but regen as if sleeping and immune to enviro effects (ie heat, cold, acid, wither))

      This taken from an old rpg I used to play, I fully enjoyed playing the big dumb rock :)
      posted in Suggestions Archive
      R
      RedRaven
    • RE: Chat entry points
      So any decision on the hall or poa entry points. I still think a death entry point would be a good thing, it would relieve some of boredom from being dead. You would not just have to sit there.
      posted in Suggestions Archive
      R
      RedRaven
    • RE: Quotes :P
      You gossip 'it be an Areo :)' Areo gossips 'That's just smoke and mirrors. No such thing as Areo!' Belmont gossips '[SiMoN] I like to twist Areos apart, lick out their insides, and dunk them in milk.' You gossip 'that is just a sick picture'
      posted in Quotes
      R
      RedRaven
    • RE: Quotes :P
      ChaosAngel tells you 'Your Wifey Says sides im safer dead'
      posted in Quotes
      R
      RedRaven
    • RE: Quotes :P
      I agree with that last quote
      posted in Quotes
      R
      RedRaven
    • RE: Misbalance
      shifted slayers shouldnt be able to wear/use knuckles or gauntlets anyways.
      posted in Adjustments Archive
      R
      RedRaven
    • RE: Bards
      My thought on this whole matter.,,,, Spell Deflection should only work on magics that come from outside the aura.. ie other peoples (including music) and scrolls. Spells cast by the one affected are from within the aura and if any thing should have a better chance of affecting as the aura holds it in. Or potions as the magic is coming from within the one who quaffs it. If not all spells cast by the one affected things like dispel, or cancellation cast by him should definately work as these are throwing off of things that are "inside" the aura. (seeing as how they must have been cast first). As it is, casting spell deflection is just to powerfull as an offensive spell. So if the above adjustments are not made just make it so it is only castable on yourself, then bards would be able to use it for defense, etc. And i will give prior props for good class selection but atm, probably the most overpowered (ie good without need for good player skills) would be: A titan, bard, wizard, illusionists, sage –--- spell deflection (music to heal self thru it), Deception to prevent circle, bs, bj, and dirt kick, and if dirt kick does get thru, or a flamine weapon manages to blind,,,,,,,, healing hands to cure it. Just MY IMHO.. Anyways,,,,,,
      posted in Discussion/OOC
      R
      RedRaven